skip to content
Synthetic Actors : in Computer-Generated 3D Films Preview this item
ClosePreview this item
Checking...

Synthetic Actors : in Computer-Generated 3D Films

Author: Nadia Magnenat Thalmann; Daniel Thalmann
Publisher: Berlin, Heidelberg : Springer Berlin Heidelberg, 1990.
Series: Computer science workbench.
Edition/Format:   eBook : Bibliographic data : EnglishView all editions and formats
Summary:
Three-dimensional synthetic reincarnations of Marilyn Monroe and Humphrey Bogart were created by the authors of this book for their award-winning feature film "Rendez-vous à Montréal". The advanced computer animation techniques developed for the film are fully described in this book. They form a technological breakthrough that can be used to produce scenes featuring any celebrity in any situation. This opens new  Read more...
Rating:

(not yet rated) 0 with reviews - Be the first.

Subjects
More like this

Find a copy online

Links to this item

Find a copy in the library

&AllPage.SpinnerRetrieving; Finding libraries that hold this item...

Details

Genre/Form: Electronic books
Additional Physical Format: Printed edition:
Material Type: Bibliographic data, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Nadia Magnenat Thalmann; Daniel Thalmann
ISBN: 9783642754531 3642754538 3642754554 9783642754555
OCLC Number: 840296080
Description: 1 online resource (x, 129 pages) : illustrations.
Contents: 1. How to Make a Film with Synthetic Actors.- 1.1 Computer Animation and Synthetic Actors.- 1.1.1 The Role of Synthetic Actors.- 1.1.2 Scenario and Storyboard.- 1.1.3 Decors and Actors.- 1.1.4 Motion.- 1.1.5 Types of Animation.- 1.1.6 Cameras and Lights.- 1.1.7 Choreography and Recording.- 1.2 The Film Rendez-vous a Montreal.- 1.2.1 The Film.- 1.2.2 The Scenario.- 1.2.3 The Storyboard.- 1.2.4 The History of Rendez-vous a Montreal.- 2. Three-Dimensional Construction of Synthetic Actors.- 2.1 Planning and Preparation of Models for 3D Reconstruction.- 2.1.1 Planning.- 2.1.2 Model and Documentation Search.- 2.1.3 Guidelines for Choosing or Constructing Objects to be Digitized.- 2.2 How to Enter the Shapes.- 2.2.1 Input Scanning, Digitizing, and 3D Reconstruction.- 2.2.2 3D Reconstruction from 2D Plans or Photographs.- 2.2.3 The Steps of Construction by Digitizing.- 2.2.4 Cross-section Methods.- 2.2.5 Plaster Models Preparation.- 2.2.6 Planar Polygonal Facet Representation.- 2.2.7 Choice of Facets and Vertices.- 2.3 Photographs.- 2.3.1 Principles.- 2.3.2 Turntable.- 2.3.3 Camera.- 2.3.4 Choice of Photo Angles.- 2.3.5 Marking Vertices, Facets, and Edges on Photos.- 2.3.6 Step-by-Step 3D Digitizing Procedure.- 2.4 Object Composition.- 2.4.1 The Composition Operation.- 2.4.2 An Example: The Complete Composition of Marilyn Monroe.- 3. Human Prototyping.- 3.1 Local Transformations of Existing Synthetic Actors.- 3.1.1 Introduction.- 3.1.2 Local Transformations.- 3.2 Shape Interpolation Between Human Faces.- 3.2.1 Introduction.- 3.2.2 Grid Generation.- 3.2.3 Inbetween Calculation.- 4. Body Animation of Synthetic Actors.- 4.1 Principles of Body Animation.- 4.2 Skeleton Definition and Positioning.- 4.2.1 Skeleton Definition.- 4.2.2 Fixed Points.- 4.2.3 Actor Sections.- 4.2.4 Procedure for Skeleton Positioning.- 4.3 Skeleton Animation.- 4.3.1 Key Positions.- 4.3.2 Spline Interpolation.- 4.3.3 Definition and Manipulation of Key Values.- 4.3.4 AnExample.- 5. Hand Animation, Object Grasping, and Foot Animation.- 5.1 Hand Skeleton and Surface.- 5.1.1 Hand Skeleton.- 5.1.2 Hand Surface.- 5.2 Hand Animation.- 5.3 Object Grasping and Manipulating.- 5.3.1 The Action of Grasping an Object.- 5.3.2 Determination of Joint Angles for Object Grasping.- 5.3.3 Object Association.- 5.3.4 A Case Study from Rendez-vous a Montreal.- 5.3.5 Flower Grasping.- 5.4 Foot Animation.- 6. Facial Animation of Synthetic Actors.- 6.1 A Three-Level Approach to Facial Animation.- 6.1.1 How to Animate the Face of a Synthetic Actor.- 6.1.2 Parameter, Expression, and Script Levels.- 6.2 The Facial Parameters.- 6.2.1 The Structure of a Human Face.- 6.2.2 A Human Face Model for Animation.- 6.2.3 Constraints on Faces of a Synthetic Actor.- 6.2.4 The Role of Facial Parameters.- 6.2.5 Installation of the Face of a New Synthetic Actor.- 6.2.6 Lip Facial Parameters.- 6.3 The Expressions: Phonemes and Emotions.- 6.3.1 The Expression Level.- 6.3.2 Phonemes.- 6.3.3 Emotions.- 6.4 The Script Level.- 6.4.1 Scripts for Facial Animation.- 6.4.2 Key Values and Inbetweening.- 6.4.3 The Role of Multiple Tracks.- 6.4.4 Speech Timing.- 6.4.5 The Use of Splines.- 6.5 A Script Example from the Film Rendez-vous a Montreal.- 6.6 Interpolating Facial Parameters and Expressions Between Two Different Human Faces.- 6.6.1 Shape Level.- 6.6.2 Parameter Level.- 6.6.3 Expression Level.- 6.6.4 Script Level.- 7. Color, Reflectance, Transparency, and Texture.- 7.1 Colors.- 7.1.1 Drawing Style.- 7.1.2 How to Color a Synthetic Actor.- 7.1.3 The RGB System.- 7.1.4 The HLS System.- 7.2 Reflectance.- 7.2.1 Definition.- 7.2.2 A User Interface-for Reflectance.- 7.2.3 Reflectance and Highlight for Synthetic Actors.- 7.3 Transparency and Textures.- 7.3.1 Transparency.- 7.3.2 Textures.- 8. Cameras, Lights, and Shadows.- 8.1 Cameras.- 8.1.1 The Animation Environment.- 8.1.2 Synthetic Cameras.- 8.1.3 Eye, Interest Point, Viewing Angle, and Viewport.- 8.2 Lights.- 8.2.1 Introduction to Illumination.- 8.2.2 Surface Shading.- 8.2.3 How to Select Light Parameters.- 8.3 Shadows.- 9. Choreography.- 9.1 Decors and Actors.- 9.1.1 Scene and Script.- 9.1.2 Decors.- 9.1.3 Non-Human Actors.- 9.2 Cameras and Lights.- 9.2.1 The Role of Synthetic Cameras in Computer-Animated Films.- 9.2.2 Characteristics of an Animated Camera.- 9.2.3 Wipe Effects and Multiple Synthetic Movie Camera Effects.- 9.2.4 Animation of Lights and Spots.- 9.3 Camera and Light Paths.- 9.3.1 Introduction.- 9.3.2 Paths Defined by a Law.- 9.3.3 Camera Assigned to an Actor.- 9.3.4 Graphical Input of Path.- 9.3.5 How to Design a Camera Spline.- 9.3.6 Spline for the Camera Motion in the Film Eglantine.- Appendix: The HUMAN FACTORY Software.- A. 1 The Architecture of the HUMAN FACTORY System.- A. 1.1 Introduction.- A. 1.2 Interfaces for the HUMAN FACTORY Programs.- A. 1.3 The Hierarchical Structure.- A.2 The DIGIT3D Program.- A.3 The SABRINA System.- A.4 The BODYJPARTS System.- A.4.1 Active Figure and Cameras.- A.4.2 Current Vectors and Sets.- A.5 The BODY_MOVTNG System.- A.5.1 An Overview of the BODY_MOVING System.- A.5.2 Definition of Key Values.- A.5.3 Manipulation of Key Values.- A.5.4 A User Interface for Object Grasping.- A.6 The FACE_MOVING System.- A.6.1 An Overview of the FACE_MOVING System.- A.6.2 Lip Facial Parameters.- A.7 The M3RANIM System.- A.8 The DISPLAY Program.
Series Title: Computer science workbench.
Responsibility: by Nadia Magnenat Thalmann, Daniel Thalmann.

Abstract:

Three-dimensional synthetic reincarnations of Marilyn Monroe and Humphrey Bogart were created by the authors of this book for their award-winning feature film "Rendez-vous à Montréal". The advanced computer animation techniques developed for the film are fully described in this book. They form a technological breakthrough that can be used to produce scenes featuring any celebrity in any situation. This opens new vistas in motion pictures, television and advertizing. The book explains in detail with numerous drawings and color pictures how such films are produced. The following topics are presented: - Preparation of object construction: documentation search, plaster models preparation - Object construction, digitizing, modeling - Body animation: walk - Hand animation and object grasping - Facial animation: expressions, phonemes and emotions - Choreography: decors, actors, cameras, lights - Realism: colors, lights, shading, shadows, textures - Image recording: special effects.

Reviews

User-contributed reviews
Retrieving GoodReads reviews...
Retrieving DOGObooks reviews...

Tags

Be the first.

Similar Items

Related Subjects:(2)

Confirm this request

You may have already requested this item. Please select Ok if you would like to proceed with this request anyway.

Linked Data


Primary Entity

<http://www.worldcat.org/oclc/840296080> # Synthetic Actors : in Computer-Generated 3D Films
    a schema:CreativeWork, schema:Book ;
    library:oclcnum "840296080" ;
    library:placeOfPublication <http://experiment.worldcat.org/entity/work/data/22834798#Place/berlin_heidelberg> ; # Berlin, Heidelberg
    library:placeOfPublication <http://id.loc.gov/vocabulary/countries/gw> ;
    rdfs:comment "Unknown 'gen' value: bdt" ;
    schema:about <http://dewey.info/class/006.6/e23/> ;
    schema:about <http://id.worldcat.org/fast/872119> ; # Computer graphics
    schema:about <http://id.worldcat.org/fast/872451> ; # Computer science
    schema:bookFormat schema:EBook ;
    schema:contributor <http://viaf.org/viaf/24890373> ; # Daniel Thalmann
    schema:creator <http://viaf.org/viaf/32606749> ; # Nadia Magnenat Thalmann
    schema:datePublished "1990" ;
    schema:description "Three-dimensional synthetic reincarnations of Marilyn Monroe and Humphrey Bogart were created by the authors of this book for their award-winning feature film "Rendez-vous à Montréal". The advanced computer animation techniques developed for the film are fully described in this book. They form a technological breakthrough that can be used to produce scenes featuring any celebrity in any situation. This opens new vistas in motion pictures, television and advertizing. The book explains in detail with numerous drawings and color pictures how such films are produced. The following topics are presented: - Preparation of object construction: documentation search, plaster models preparation - Object construction, digitizing, modeling - Body animation: walk - Hand animation and object grasping - Facial animation: expressions, phonemes and emotions - Choreography: decors, actors, cameras, lights - Realism: colors, lights, shading, shadows, textures - Image recording: special effects."@en ;
    schema:exampleOfWork <http://worldcat.org/entity/work/id/22834798> ;
    schema:genre "Electronic books"@en ;
    schema:inLanguage "en" ;
    schema:isPartOf <http://experiment.worldcat.org/entity/work/data/22834798#Series/computer_science_workbench_1431_1488> ; # Computer Science Workbench, 1431-1488
    schema:isPartOf <http://experiment.worldcat.org/entity/work/data/22834798#Series/computer_science_workbench> ; # Computer science workbench.
    schema:isSimilarTo <http://worldcat.org/entity/work/data/22834798#CreativeWork/> ;
    schema:name "Synthetic Actors : in Computer-Generated 3D Films"@en ;
    schema:productID "840296080" ;
    schema:publication <http://www.worldcat.org/title/-/oclc/840296080#PublicationEvent/berlin_heidelberg_springer_berlin_heidelberg_1990> ;
    schema:publisher <http://experiment.worldcat.org/entity/work/data/22834798#Agent/springer_berlin_heidelberg> ; # Springer Berlin Heidelberg
    schema:url <http://public.eblib.com/choice/publicfullrecord.aspx?p=3092303> ;
    schema:url <http://dx.doi.org/10.1007/978-3-642-75453-1> ;
    schema:workExample <http://dx.doi.org/10.1007/978-3-642-75453-1> ;
    schema:workExample <http://worldcat.org/isbn/9783642754531> ;
    schema:workExample <http://worldcat.org/isbn/9783642754555> ;
    wdrs:describedby <http://www.worldcat.org/title/-/oclc/840296080> ;
    .


Related Entities

<http://experiment.worldcat.org/entity/work/data/22834798#Agent/springer_berlin_heidelberg> # Springer Berlin Heidelberg
    a bgn:Agent ;
    schema:name "Springer Berlin Heidelberg" ;
    .

<http://experiment.worldcat.org/entity/work/data/22834798#Place/berlin_heidelberg> # Berlin, Heidelberg
    a schema:Place ;
    schema:name "Berlin, Heidelberg" ;
    .

<http://experiment.worldcat.org/entity/work/data/22834798#Series/computer_science_workbench> # Computer science workbench.
    a bgn:PublicationSeries ;
    schema:hasPart <http://www.worldcat.org/oclc/840296080> ; # Synthetic Actors : in Computer-Generated 3D Films
    schema:name "Computer science workbench." ;
    .

<http://experiment.worldcat.org/entity/work/data/22834798#Series/computer_science_workbench_1431_1488> # Computer Science Workbench, 1431-1488
    a bgn:PublicationSeries ;
    schema:hasPart <http://www.worldcat.org/oclc/840296080> ; # Synthetic Actors : in Computer-Generated 3D Films
    schema:name "Computer Science Workbench, 1431-1488" ;
    .

<http://id.worldcat.org/fast/872119> # Computer graphics
    a schema:Intangible ;
    schema:name "Computer graphics"@en ;
    .

<http://id.worldcat.org/fast/872451> # Computer science
    a schema:Intangible ;
    schema:name "Computer science"@en ;
    .

<http://viaf.org/viaf/24890373> # Daniel Thalmann
    a schema:Person ;
    schema:familyName "Thalmann" ;
    schema:givenName "Daniel" ;
    schema:name "Daniel Thalmann" ;
    .

<http://viaf.org/viaf/32606749> # Nadia Magnenat Thalmann
    a schema:Person ;
    schema:familyName "Thalmann" ;
    schema:givenName "Nadia Magnenat" ;
    schema:name "Nadia Magnenat Thalmann" ;
    .

<http://worldcat.org/entity/work/data/22834798#CreativeWork/>
    a schema:CreativeWork ;
    schema:description "Printed edition:" ;
    schema:isSimilarTo <http://www.worldcat.org/oclc/840296080> ; # Synthetic Actors : in Computer-Generated 3D Films
    .

<http://worldcat.org/isbn/9783642754531>
    a schema:ProductModel ;
    schema:isbn "3642754538" ;
    schema:isbn "9783642754531" ;
    .

<http://worldcat.org/isbn/9783642754555>
    a schema:ProductModel ;
    schema:isbn "3642754554" ;
    schema:isbn "9783642754555" ;
    .


Content-negotiable representations

Close Window

Please sign in to WorldCat 

Don't have an account? You can easily create a free account.