The Computer Animated Film
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Author |
: Christopher Holliday |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2018 |
ISBN-10 |
: 147442788X |
ISBN-13 |
: 9781474427883 |
Rating |
: 4/5 (8X Downloads) |
Synopsis The Computer-animated Film by : Christopher Holliday
An exploration of first person narrative documentary in China's post-Mao era
Author |
: Tom Sito |
Publisher |
: MIT Press |
Total Pages |
: 373 |
Release |
: 2015-08-21 |
ISBN-10 |
: 9780262528405 |
ISBN-13 |
: 0262528401 |
Rating |
: 4/5 (05 Downloads) |
Synopsis Moving Innovation by : Tom Sito
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.
Author |
: Christopher Finch |
Publisher |
: The Monacelli Press, LLC |
Total Pages |
: 289 |
Release |
: 2013-12-03 |
ISBN-10 |
: 9781580933575 |
ISBN-13 |
: 1580933572 |
Rating |
: 4/5 (75 Downloads) |
Synopsis The CG Story by : Christopher Finch
The Art of Walt Disney author Christopher Finch tells the story of the pioneers of CG films: producer/directors like George Lucas, Steven Spielberg, and Ridley Scott; and John Lasseter and Ed Catmull, founders of Pixar. Computer generated imagery, commonly called “CG,” has had as big an impact on the movie industry as the advent of sound or color. Not only has it made possible a new kind of fully animated movie, but it also has revolutionized big-budget, live-action filmmaking. The CG Story is one of determined experimentation and brilliant innovation carried out by a group of gifted, colorful, and competitive young men and women, many of whom would become legendary in the digital world. George Lucas, Steven Spielberg, and Ridley Scott embraced the computer to create believable fantasy worlds of a richness that had seldom if ever been realized on screen. Their early efforts helped inspire a revolution in animation, enabled by technical wizardry and led by the founders of Pixar, including John Lasseter and Ed Catmull, who would create the entirely computer-produced worlds of Toy Story and subsequent Pixar films. Meanwhile, directors like James Cameron used the new technology to make hybrid live-action and CG films, including the extraordinary Avatar. Finch covers these and more, giving a full account of today’s most significant CG films.
Author |
: Rita Street |
Publisher |
: |
Total Pages |
: 166 |
Release |
: 1998 |
ISBN-10 |
: UCSC:32106016977818 |
ISBN-13 |
: |
Rating |
: 4/5 (18 Downloads) |
Synopsis Computer Animation by : Rita Street
Chapters include a brief history of the industry, step-by-step breakdowns of animation projects-from concept to completion, an inside look at eleven top animation studios and software developers, including Pixar, Microsoft Softimage, Industrial Light & Magic, Mainframe, Medialab, Pacific Data Images, Alias/Wavefrount, and many more.
Author |
: Alberto Menache |
Publisher |
: Elsevier |
Total Pages |
: 267 |
Release |
: 2011-01-24 |
ISBN-10 |
: 9780123814975 |
ISBN-13 |
: 0123814979 |
Rating |
: 4/5 (75 Downloads) |
Synopsis Understanding Motion Capture for Computer Animation by : Alberto Menache
Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. - Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems - Describes all the mathematical principles associated with motion capture and 3D character mechanics - Helps you budget by explaining the costs associated with individualized motion capture projects
Author |
: Slava Greenberg |
Publisher |
: Indiana University Press |
Total Pages |
: 223 |
Release |
: 2023-02-07 |
ISBN-10 |
: 9780253064516 |
ISBN-13 |
: 0253064511 |
Rating |
: 4/5 (16 Downloads) |
Synopsis Animated Film and Disability by : Slava Greenberg
While many live-action films portray disability as a spectacle, "crip animation" (a genre of animated films that celebrates disabled people's lived experiences) uses a variety of techniques like clay animation, puppets, pixilation, and computer-generated animation to represent the inner worlds of people with disabilities. Crip animation has the potential to challenge the ableist gaze and immerse viewers in an alternative bodily experience. In Animated Film and Disability, Slava Greenberg analyzes over 30 animated works about disabilities, including Rocks in My Pockets, An Eyeful of Sound, and A Shift in Perception. He considers the ableism of live-action cinematography, the involvement of filmmakers with disabilities in the production process, and the evocation of the spectators' senses of sight and hearing, consequently subverting traditional spectatorship and listenership hierarchies. In addition, Greenberg explores physical and sensory accessibility in theaters and suggests new ways to accommodate cinematic screenings. Offering an introduction to disability studies and crip theory for film, media, and animation scholars, Animated Film and Disability demonstrates that crip animation has the power to breach the spectator's comfort, evoking awareness of their own bodies and, in certain cases, their social privileges.
Author |
: Hedley Griffin |
Publisher |
: |
Total Pages |
: 198 |
Release |
: 2001 |
ISBN-10 |
: PSU:000047252905 |
ISBN-13 |
: |
Rating |
: 4/5 (05 Downloads) |
Synopsis The Animator's Guide to 2d Computer Animation by : Hedley Griffin
Written from an animator's point of view, this guide introduces readers to working with new computer animation systems. Includes all major techniques, from scanning drawings to image processing, coloring, adding backgrounds and shadows, and more. Covers leading software including Anima and Toonz, and the included CD-ROM contains animation clips and demo software.
Author |
: Meike Uhrig |
Publisher |
: Routledge |
Total Pages |
: 334 |
Release |
: 2018-10-01 |
ISBN-10 |
: 9781351399449 |
ISBN-13 |
: 1351399446 |
Rating |
: 4/5 (49 Downloads) |
Synopsis Emotion in Animated Films by : Meike Uhrig
Ranging from blockbuster movies to experimental shorts or documentaries to scientific research, computer animation shapes a great part of media communication processes today. Be it the portrayal of emotional characters in moving films or the creation of controllable emotional stimuli in scientific contexts, computer animation’s characteristic artificiality makes it ideal for various areas connected to the emotional: with the ability to move beyond the constraints of the empirical "real world," animation allows for an immense freedom. This book looks at international film productions using animation techniques to display and/or to elicit emotions, with a special attention to the aesthetics, characters and stories of these films, and to the challenges and benefits of using computer techniques for these purposes.
Author |
: Steven Subotnick |
Publisher |
: Taylor & Francis |
Total Pages |
: 226 |
Release |
: 2012-11-12 |
ISBN-10 |
: 9781136132933 |
ISBN-13 |
: 1136132937 |
Rating |
: 4/5 (33 Downloads) |
Synopsis Animation in the Home Digital Studio by : Steven Subotnick
So you want to create animation! Where do you start? With an idea. This creative, exercise-packed guide contains examples and idea-generating activities. What tools do you need? Your computer, simple software programs, and your imagination. This book will tell you how to utilize these tools. Must you spend your life savings on your set-up? No. The author's charts and project timelines will guide you and make the overwhelming simple, and keep your shopping lists manageable. With Animation in the Home Digital Studio, amateurs and animation students alike can learn how to create a variety of computer animations: from puppet to clay to pixilated, drawn and cartoon. This book contains a CD-ROM loaded with animation clips and exercises. The book's 8-page color insert illustrates stills from the work of independent animators around the world. The book's guide to resources contains a comprehensive list of contests, shows, societies, organizations, e-zines, and more. Steven Subotnick takes a personal approach to animation. His book is for artists, amateurs, professionals, students, and anyone who wants to use animation as a means of expression. It explains how to create a variety of animations: from puppet to cutout, and from drawn to object animation. Subotnick covers the use of popular software products, including Macromedia Flash, Adobe Photoshop®, Adobe Premiere®, Digidesign ProTools Free, and others.
Author |
: Lynn Pocock |
Publisher |
: Morgan Kaufmann |
Total Pages |
: 430 |
Release |
: 2002 |
ISBN-10 |
: 0125588216 |
ISBN-13 |
: 9780125588218 |
Rating |
: 4/5 (16 Downloads) |
Synopsis The Computer Animator's Technical Handbook by : Lynn Pocock
Publisher description.