Computer Multimedia Animation


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Computer Graphics, Multimedia and Animation, Second Edition


Computer Graphics, Multimedia and Animation, Second Edition

Author: Malay K. Pakhira

language: en

Publisher: PHI Learning Pvt. Ltd.

Release Date: 2010-05-24


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This book, now in its second edition, will help students build sound concepts which underlie the three distinct but related topics of Computer Graphics, Multimedia and Animation. These topics are of utmost importance because of their enormous applications in the fields of graphical user interfaces, multimedia and animation software development. The treatment of the text is methodical and systematic, and it covers the basic principles for the use, design and implementation of computer graphics systems with a perfect balance in the presentation of theoretical and practical aspects. The second edition introduces the basics of fractal geometry and includes a companion CD containing a number of C programs to demonstrate the implementation of different algorithms of computer graphics. Some of the outstanding features of the book are : Algorithmic Presentation : Almost all the processes, generally used in computer graphics, are described along with easy-to-read algorithms. These help students master basic concepts and develop their own software skills. Clear Illustrations : Descriptions of different devices and processes are illustrated with more than 250 neatly drawn figures. Solved Problems : Numerous solved problems and chapter-end exercises help students grasp finer details of theory. Advanced Topics : Chapter 6 includes schematics and algorithms to develop a display file based graphical system. Chapter 16 includes organizations of different types of commonly used graphic and image files. Knowledge of image file formats helps the developers in reading, manipulating and representing images according to their needs. This text is primarily designed to meet the curriculum needs of courses in Computer Graphics and Multimedia for students pursuing studies in Computer Science and Engineering, Information Technology and Computer Applications.

Computer Animation


Computer Animation

Author: Nadia Magnenat-Thalmann

language: en

Publisher: Springer Science & Business Media

Release Date: 2012-12-06


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Computer Science Workbench is a monograph series which will provide you with an in-depth working knowledge of current developments in computer technology. Every volume in this series will deal with a topic of importance in computer science and elaborate on how you yourself can build systems related to the main theme. You will be able to develop a variety of systems, including computer software tools, computer gra phics, computer animation, database management systems, and compu ter-aided design and manufacturing systems. Computer Science Work bench represents an important new contribution in the field of practical computer technology. TOSIYASU L. KUNII Preface to the Second Edition Computer graphics is growing very rapidly; only computer animation grows faster. The first edition of the book Computer Animation: Theory and Practice was released in 1985. Four years later, computer animation has exploded. Conferences on computer animation have appeared and the topic is recognized in well-known journals as a leading theme. Computer-generated film festivals now exist in each country and several thousands of films are produced each year. From a commercial point of view, the computer animation market has grown considerably. TV logos are computer-made and more and more simulations use the technique of computer animation. What is the most fascinating is certainly the development of computer animation from a research point-of-view.

Moving Innovation


Moving Innovation

Author: Tom Sito

language: en

Publisher: MIT Press

Release Date: 2013-04-19


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A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.