Computer Animation, 3rd Edition

Algorithms and Techniques

Computer Animation, 3rd Edition,ISBN9780124158429

Morgan Kaufmann




235 X 191

The best technically oriented animation text gets even better

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Key Features

* Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code
* Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique
* Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation
* Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more



Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teach you the fundamentals of animation programming.

In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered.


Students studying computer animation in courses with an emphasis on understanding algorithms and programming. Technical directors, animators, artists, and game developers looking to understand the foundations of animation to improve studio work.

Computer Animation, 3rd Edition

Chapter 1: Introduction

Chapter 2: Technical Background

Chapter 3: Interpolating Values

Chapter 4: Interpolation-Based Animation

Chapter 5: Kinematic Linkages

Chapter 6: Motion Capture

Chapter 7: Physically Based Animation

Chapter 8: Fluids: Liquids & Gases

Chapter 9: Modeling and Animating Human Figures

Chapter 10: Facial Animation

Chapter 11: Behavioral Animation

Chapter 12: Special Models for Animation

Appendix A: Rendering Issues

Appendix B: Background Information and Techniques


Quotes and reviews

"This text is for advanced undergraduate and beginning graduate students in computer science; it will also be of interest to graphics programmers and digital animators. Coverage is intentionally limited to practical aspects of computer algorithms and programming techniques for specifying and generating motion for graphical objects in 3D computer animation, with no discussion of theory, aesthetics, or production."--Reference and Research Book News, February 2013

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