TY - BOOK ID - 214445 TI - View-dependent character animation AU - Chaudhuri, Parag. AU - Kalra, Prem. AU - Banerjee, Subhashis. PY - 2007 SN - 1281340103 9786611340100 1846287626 1846285917 1447158830 PB - New York ; London : Springer, DB - UniCat KW - Computer animation. KW - Three-dimensional display systems. KW - 3-D display systems KW - 3D display systems KW - Display systems, Three-dimensional KW - Information display systems KW - Three-dimensional imaging KW - Animation, Computer KW - Computer-assisted filmmaking KW - Computer-generated animation KW - Animation (Cinematography) KW - Computer graphics KW - Computer vision. KW - Computer graphics. KW - Computer Imaging, Vision, Pattern Recognition and Graphics. KW - Computer Graphics. KW - Automatic drafting KW - Graphic data processing KW - Graphics, Computer KW - Computer art KW - Graphic arts KW - Electronic data processing KW - Engineering graphics KW - Image processing KW - Machine vision KW - Vision, Computer KW - Artificial intelligence KW - Pattern recognition systems KW - Digital techniques KW - Optical data processing. KW - Optical computing KW - Visual data processing KW - Bionics KW - Integrated optics KW - Photonics KW - Computers KW - Optical equipment UR - https://www.unicat.be/uniCat?func=search&query=sysid:214445 AB - Computer generated 3D animation has matured over the years into a rich and complex art form. The need to animate diverse characters has caused character animation to become an extensively researched area. Coordinating and presenting the character's movement in three dimensions to convey a specific idea to the audience, however, still remains a challenge. The animator has to employ a lot of artistic and technical skills, and often a labourious iterative trial-and-error process to get it right. It is even more difficult for the animator to generate the character's action if the point of view (i.e., the rendering camera) is also varying. Creating moving camera character animations in 3D is, however, a multi-faceted computer graphics and computer vision problem. It warrants a formal representation of the moving camera, and efficient algorithms to help author the multitude of character poses required for the animation. It is also necessary to deal with issues pertaining to camera and character pose interpolation and visualization of the association between the two. The solution to this problem has to be efficient and elegant from the perspective of a computer scientist, yet at the same time make sense and be intuitive to use. This well-researched book develops and demonstrates a framework for view-dependent animation designed to solve these issues, well illustrated with a large number of example animations to explain and illustrate this versatile technique. ER -