© 2003

Handbook of Computer Animation

  • John Vince

Part of the Springer Professional Computing book series (SPC)

Table of contents

  1. Front Matter
    Pages i-xiii
  2. Anargyros Sarafopoulos, Bernard F. Buxton
    Pages 29-61
  3. Steven Hubbard
    Pages 97-121
  4. Peter Comninos
    Pages 123-184
  5. Ian Stephenson
    Pages 213-239
  6. Back Matter
    Pages 241-244

About this book


One of the challenges facing professionals working in computer animation is keeping abreast of the latest developments and future trends - some of which are determined by industry where the state-of-the-art is continuously being re-defined by the latest computer-generated film special effects, while others arise from research projects whose results are quickly taken on board by programmers and animators working in industry. This handbook will be an invaluable toolkit for programmers, technical directors and professionals working in computer animation. A wide range of topics are covered including: * Computer games * Evolutionary algorithms * Shooting and live action * Digital effects * Cubic curves and surfaces * Subdivision surfaces * Rendering and shading Written by a team of experienced practitioners, each chapter provides a clear and precise overview of each area, reflecting the dynamic and fast-moving field of computer animation. This is a complete and up-to-date reference book on the state-of-the-art techniques used in computer animation.


Virtual Reality algorithms animation compositing computer computer animation computer graphics evolutionary algorithm modeling rendering shading special effect

Editors and affiliations

  • John Vince
    • 1
  1. 1.Bournemouth Media SchoolBournemouth UniversityPooleUK

Bibliographic information

Industry Sectors
IT & Software