- Computer Graphics
- Advanced Computer Graphics
- Computer Graphics for Media
- Computer Graphics and Geometric Modeling
- Computer Graphics and Visualization
- Computer Animation
- Animation Techniques
- Character Animation for Production
- Dynamics for Effects Animation
- 2D Graphics and Animation
- 3D Graphics and Animation
1. Computer Graphics
|1."CAD/CAM and Practice" by Ibrahim Zeid|
|2."Mathematical Elements of Computer Graphics" by Kogin Adams|
|3."Computer Graphics" by John F Hughes|
“Computer Graphics” Book Review: This book is a comprehensive resource that covers the essential elements of computer graphics, from theory to practice. The package includes twenty-one detailed chapters that explore a broad range of topics, from Graphics Hardware and Geometrical Transformations to Viewing in 3D and Dialogue Design. The book delves into Solid Modeling, The Quest for Visual Realism, Image Manipulation and Storage, Advanced Raster Graphics Architecture, and Advanced Raster Graphics Algorithms, among other areas. In addition, the book provides detailed explanations of Advanced Modeling Techniques, Animation, Achromatic and Colored Light, and User Interface Software. Overall, this book offers an excellent learning opportunity for anyone interested in computer graphics, providing comprehensive coverage of the subject matter from A to Z.
|4."Computer Graphics" by Desai and Apurva A|
“Computer Graphics” Book Review: This book is written for students studying Computer Science, Information Science, Information Technology, and related courses. The book teaches the basics of computer graphics in a simple way, helping students learn how to design two- and three-dimensional computer graphics systems. The book covers many aspects of computer graphics, including animation, digital image processing, and ray tracing. The book also has exercises and programming problems at the end of each chapter to help students practice. The book is written in simple language and has over 300 figures to help explain concepts. It is divided into 11 chapters, starting with the basics and gradually becoming more advanced. The book also covers the mathematical foundation of computer graphics in detail, with C programs to help students understand better. Some of the other chapters in the book include Polygons, Geometric Transformations, Viewing in Two Dimensions, Graphics in Three Dimensions, Hidden Surfaces, Colors and Shading, and Graphics Standards.
|5."Computer Graphics" by Zhigang Xiang and Roy Plastock|
“Computer Graphics” Book Review: Schaum’s book is a great study guide for people who want to learn about Computer Graphics. It will help you save time and improve your critical thinking skills. The book covers everything from traditional 2D graphics to the latest 3D technology. It explains the algorithms used to create images in a simple way and includes many solved problems in computer graphics. The book has step-by-step solutions and explanations for the problems, along with many examples. This book can be used as a self-study guide to help students improve their problem-solving skills. Anyone who wants to understand computer graphics better will benefit from this book.
|6."Computer Graphics with OpenGL" by Hearn/Baker|
“Computer Graphics with OpenGL” Book Review: This book teaches both the basics and advanced concepts of computer graphics. It focuses on the important principles needed to design, use, and understand computer graphics systems. The book covers a wide range of topics, including the hardware and software components of graphics systems, fractal geometry, ray tracing, splines, illumination models, surface rendering, computer animation, virtual reality, and BSP trees. Additionally, the book introduces readers to OpenGL, a set of graphic routines used to create computer graphic displays using programming in C/C++. Even students with no prior knowledge of computer graphics can use this book to learn.
|7."Computer Graphics" by Amrendra Sinha and Arun Udai|
“Computer Graphics” Book Review: This book is an introduction to computer graphics that covers all the basics, including principles, techniques, and applications. It also includes detailed explanations of mathematical concepts related to geometric relationships between lines and surfaces. The book covers topics like Graphic Systems, Output Primitives, Two Dimensional Transformation, and Plane Curves. It also includes enough information about programming in graphics using C/C++ for readers to translate geometric relationships directly into code. This book is useful for undergraduate students in their first or second year and first year postgraduate students studying computer science engineering. It can also be used as self-study material.
|8."Computer Graphics" by Udit Agarwal|
“Computer Graphics” Book Review: This book about computer graphics covers all the important concepts, tricks, and techniques needed to understand and create computer graphics. The book has eighteen chapters that cover various topics such as Graphics Primitives, Images, Mathematics for Computer Graphics, Scan Conversion, Polygons, Segments, 2-D Transformation, Windows and Clipping, 3-D Transformation, Three Dimensional Projections, Hidden Lines and Surfaces, Color Models, Animation, Graphical Kernel System (GKS) and Curve Generation. The book also includes lab programs and previous year’s question papers for more practice.
|9."Mathematical and Computer Programming Techniques for Computer Graphics" by Peter Comninos|
“Mathematical and Computer Programming Techniques for Computer Graphics” Book Review: The book emphasizes the mathematical concepts and techniques used in computer graphics. It covers important theorems and derivations to make it easy to understand how mathematics is applied in computer graphics. The book has ten chapters which cover topics such as number systems, set theory, vector algebra, matrix algebra, 3D rendering, 2D clipping, linear space, and 3D transformations. The book also covers programming techniques to implement graphics using the C language and various C libraries for 2D and 3D transformations.
|10."The Graphic Arts Studio Manual" by Bert Braham|
2. Advanced Computer Graphics
|1."New Advances in Computer Graphics: Proceedings of CG International ’89" by Brian Wyvill and Rae Earnshaw|
“New Advances in Computer Graphics: Proceedings of CG International’89” Book Review: This book contains the procedures and research papers presented at the seventh International Conference of the Computer Graphics Society, held in the UK in 1989. The conference has been held every year since 1982, and this book highlights the advancements in computer graphics and its applications. It covers various topics such as hardware advancements, the integration of CAD and CAM, and the use of powerful computer graphics techniques to show complex processes. The book includes papers that cover significant research in these areas. The upcoming conferences are scheduled to be held in Singapore, the USA, Japan, and Canada.
|2."Advances in Computer Graphics: Images: Synthesis, Analysis, and Interaction (Focus on Computer Graphics)" by Gerald Garcia and Ivan Herman|
“Advances in Computer Graphics: Images: Synthesis, Analysis, and Interaction (Focus on Computer Graphics)” Book Review: This book is a collection of tutorials from the EUROGRAPHICS ’90 conference that took place in Montreux. The theme of the conference was “Images: Synthesis, Analysis and Interaction”, and the tutorials in this book reflect that theme. The book includes advanced tutorials on traditional computer graphics as well as tutorials on image processing and reconstruction. The contributors to this book are experts in their respective fields. One of the chapters is called Design and Display of Solid Models, which provides an introduction to interactive graphics techniques for design, fast display, and high-quality rendering of solid models. The chapter focuses on Constructive Solid Geometry (CSG) and covers topics such as interactive design techniques, graphical user interfaces, and display techniques. It also discusses efficiency enhancing techniques, programming and hardware implementations, as well as CSG classification techniques.
|3."Advances in Computer Graphics V (Focus on Computer Graphics)" by Jürgen Schönhut and Werner Purgathofer|
“Advances in Computer Graphics V (Focus on Computer Graphics)” Book Review: This book has some tutorials from a conference called EUROGRAPHICS 89 in Hamburg. The conference was about “Mix, Visualization, Interaction” and the tutorials were about the same thing. The book is part of a series called “Advances in Computer Graphics” which updates people on important topics in the field. The writers who contributed to this book are experts in their field. One chapter of the book is about showing scientific data in a way that’s easy for people to understand. It talks about the different methods and algorithms used to achieve this, and how to make the interface user-friendly. Another chapter is about color in computer graphics, and how it’s hard to make colors look the same across different devices like printers and screens. It gives some tips on how to use color effectively in graphics.
|4."Advances in Computer Graphics I (Focus on Computer Graphics)" by Günter Enderle and Michel Grave|
“Advances in Computer Graphics I (Focus on Computer Graphics)” Book Review: This book is designed for students who are studying computer science engineering in college, and it can also be used as a reference for graphics designers. It covers research results and surveys conducted in the field of computer graphics, which is rapidly growing due to the decreasing prices of hardware. The book presents various algorithms and methods for displaying graphics and images. It is the sixth issue in the EurographicS seminars series created by Eurographics, a European association for computer graphics, to share research results from the field. Computer graphics are becoming more common in different areas due to more powerful hardware, standardized computer graphics interfaces, and new techniques and algorithms for creating and presenting graphics and images. The book includes many pictures and practical examples and is based on tutorials and classes given at Eurographics meetings in 1984 and 1985. It also discusses agreed-upon standards and the latest achievements in the field.
|5."Computer Graphics, C Version" by Hearn|
“Computer Graphics, C Version (2nd Edition)” Book Review: The new version of a well-known computer graphics book is perfect for beginners who want to learn about graphics applications. The book uses the C language in programming examples to demonstrate how to create and manipulate graphics displays. The authors assume that readers have no previous knowledge of computer graphics and explain the basic principles for designing, using, and understanding computer graphics systems. However, readers should have some knowledge of C programming as they learn how to use algorithms to create and control graphics displays.
|6."Computer Graphics Principles and Practice in C: Principles and Practice in C" by Andries van Dam|
“Computer Graphics: Principles and Practice in C” Book Review: This is a book used in courses written by a group of authors including James D. Foley, Andries van Dam, Steven K. Feiner, John Hughes, Morgan McGuire, David F. Sklar, and Kurt Akeley. The book was first published in 1982 under the title Fundamentals of Interactive Computer Graphics. It is considered a classic reference book on computer graphics and is sometimes called the definitive guide because of its length. It is published by Addison-Wesley.
|7."Advances in Computer Graphics Hardware V: Rendering, Ray Tracing and Visualization Systems" by Arie Kaufman and Richard L Grimsdale|
“Advances in Multimedia Information Systems” Book Review: The book is about multimedia information systems and covers both research and applications. It talks about using the right technologies to process and share multimedia data, as well as how to model, index, query, retrieve, mine, and visualize data in different multimedia information systems.
|8."Advances in Computer Graphics IV (Focus on Computer Graphics)" by E Fiume and I Herman|
“Advances in Computer, Information, and Systems Sciences, and Engineering” Book Review: This book is suitable for students studying industrial electronics, technology, automation, telecommunications, and networking. It covers the latest advancements in computer science, information systems, and engineering.
3. Computer Graphics for Media
|1."Fundamentals of Computer Graphics and Multimedia" by Mukherjee|
“Fundamentals of Computer Graphics and Multimedia” Book Review: The purpose of this book is to introduce the concept of multimedia and computer graphics to students of computer science and management in one book. It provides fundamental principles of computer graphics and algorithms, which are important for advanced animation and rendering techniques. The book covers many necessary parts for realistic rendering, including techniques for image clipping, illumination, and shading. It also gives a basic introduction to graphics, audio, and video hardware, which can help understand some complexities in these fields. At the end of each chapter, there are problems and pseudo-codes to encourage readers to try some interesting applications of graphics.
|2."Express Learning - Computer Graphics and Multimedia" by ITL ESL|
|3."Computer Graphics: A Programming Approach" by Steven Harrington|
“Computer Graphics: A Programming Approach” Book Review: The goal of this book is to offer a clear and easy-to-understand introduction to Computer Graphics, which can be useful for students at different levels. It covers a range of concepts, including 2D and 3D graphics, graphics devices, interactive and high definition graphics, curves and surfaces, and graphics software. The book is well-illustrated with diagrams to make it more engaging for readers. In particular, it provides a comprehensive overview of the fundamental techniques for rendering 3D polygon graphics.
|4."Computer Graphics, Multimedia and Animation" by Pakhira and Malay K|
“Computer Graphics, Multimedia, and Animation” Book Review: This book is for undergraduate students studying engineering and computer science. It teaches about computer graphics and multimedia in a clear and practical way. The book is designed for students studying Computer Science and Engineering, Information Technology and Computer Applications. It explains the important concepts of computer graphics, multimedia and animation in a clear and organized way. The book contains theoretical and practical information, and includes a CD with C programs. It also includes solved problems and exercises for students to practice.
|5."Digital Logic and Computer Design" by Mano|
“Digital Logic and Computer Design” Book Review: This book is about designing digital circuits and gives methods and procedures for designing different digital applications. It is useful for engineering students studying circuit branches. The book has chapters on combinational circuits, synchronous clocked sequential circuits, and asynchronous sequential circuits. The last three chapters of the book discuss different aspects of commercially available integrated circuits. Each chapter has problems at the end to help students understand the concepts and apply them.
|6."Introduction to Computer Graphics and Multimedia" by Arup Chattopadhyay and Anirban Mukhopadhyay|
“Introduction to Computer Graphics and Multimedia” Book Review: This book is an introduction to modern graphics systems that is easy to understand and complete. The book includes illustrated explanations of different graphic algorithms that form the basis of a graphic package. It is intended for students in Computer Science and Information Technology programs, including BCA, MCA, and BE/B.Tech. The book covers the fundamental concepts required for these courses, as well as the computer graphics module of DOEACC-A and B level courses. Chapter two of the book covers basic high school level math such as two and three-dimensional geometry, trigonometry, vectors, and matrix operations. Most chapters include examples and solved problems with illustrations to help reinforce the concepts discussed. At the end of each chapter, there are review questions gathered from various universities and institutes throughout India, which will aid students in preparing for exams.
|7."Modeling Design Objects and Processes (Computer Graphics: Systems and Applications)" by Takaaki Yagiu|
“Modeling Design Objects and Processes (Computer Graphics: Systems and Applications)” Book Review: This book discusses computer graphics, which is a subfield of computer science that deals with creating and modifying visual content through digital means. It includes both two-dimensional graphics and image processing, as well as three-dimensional computer graphics. The book also introduces the concept of product modeling, which involves creating informational models of design objects and processes with customizable attributes and relations. The book primarily focuses on presenting the theoretical and conceptual results of this effort.
|8."Computer Graphics" by Pradeep K Bhatia|
“Computer Graphics” Book Review: This book is good for students studying computer science and engineering. It explains the basics of computer graphics and how it is used. The book explains how computer hardware works with computer graphics and how to draw different things. It also explains how images are made and how colors are created from light. The new edition of the book has a new chapter and talks more about algorithms and math. There are pictures and experiments in the book, and there are many problems to solve at the end of each chapter. There are also examples and programs written in C.
4. Computer Graphics and Geometric Modeling
|1."Computer Graphics and Geometric Modeling Using Beta-splines (Computer Science Workbench)" by Brian A Barsky|
|2."Geometric Modeling: Theory and Practice: The State of the Art (Focus on Computer Graphics)" by Wolfgang Strasser and Reinhard Klein|
“Geometric Modeling: Theory and Practice: The State of the Art (Focus on Computer Graphics) Softcover reprint of the original 1st ed. 1997 Edition” Book Review: The book talks about new ideas in geometric modeling and gives scientific explanations for both theoretical and practical problems in industrial tasks. It is based on the lectures and discussions held during the Blaubeuren conference.
|3."Computer Graphics: From Pixels to Programmable Graphics Hardware (Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series)" by Alexey Boreskov and Evgeniy Shikin|
“Computer Graphics: From Pixels to Programmable Graphics Hardware (Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series) 1st Edition” Book Review: The book is about computer graphics and covers all the important topics in the field. It helps readers to improve their graphics skills and knowledge. The book also provides mathematical explanations for various concepts. The main topic is OpenGL 3.3, but it also includes information on OpenGL 4.0 and ES 2.0. The book is useful for students who want to learn about the OpenGL pipeline.
|4."Computer Graphics and Geometric Modeling" by David Salomon|
“Computer Graphics and Geometric Modeling 1st Edition” Book Review: This book is for students in advanced undergraduate or graduate programs in computer science, and can also serve as a reference for professionals in computer graphics. The book covers graphic programs and recent updates in computer graphics, and includes numerous examples and exercises to help readers understand the concepts better.
|5."An Integrated Introduction to Computer Graphics and Geometric Modeling (Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series)" by Ronald Goldman|
“An Integrated Introduction to Computer Graphics and Geometric Modeling (Chapman & Hall/CRC Computer Graphics, Geometric Modeling, and Animation Series) 1st Edition” Book Review: The main focus of this book is on the concepts related to graphics, modeling, and mathematical methods. It presents these concepts in an innovative way and covers a wide range of topics from linear algebra to quaternions. Instead of describing traditional graphic models, the book emphasizes the use of established, newer models. It is suitable for students and professionals who want to gain a deeper understanding of computer graphics.
|6."Computer Graphics and Geometric Modeling for Engineers" by Vera B Anand|
“Computer Graphics and Geometric Modeling for Engineers 1st Edition” Book Review: This book takes an engineering approach to computer graphics, aiming to improve both theoretical and practical knowledge through the principles of geometric modeling. The book provides a detailed explanation of curves, surfaces, and data structures. It includes numerous photographs and flowcharts to aid understanding.
|7."Modeling in Computer Graphics: Proceedings of the IFIP WG 5.10 Working Conference Tokyo, Japan, April 8–12, 1991 (IFIP Series on Computer Graphics)" by Tosiyasu L Kunii|
“Modeling in Computer Graphics: Proceedings of the IFIP WG 5.10 Working Conference Tokyo, Japan, April 8–12, 1991 (IFIP Series on Computer Graphics)” Book Review: The goal of this book is to enhance comprehension of computer graphics by integrating it into generalized models. The book covers recent developments in the field and explains the concepts and applications of this domain.
|8."Andrew Glassner's Notebook: Recreational Computer Graphics (The Morgan Kaufmann Series in Computer Graphics & Geometric Modeling)" by Andrew S Glassner|
“Andrew Glassner’s Notebook: Recreational Computer Graphics (The Morgan Kaufmann Series in Computer Graphics)” Book Review: This is a fun and informative book that covers various topics related to computer graphics, from creating fractals to programming a virtual camera. The book’s playful and approachable writing style makes it an enjoyable read for anyone interested in exploring the creative side of computer graphics. It includes plenty of code examples and illustrations to help readers understand the concepts. It is an excellent resource for beginners and those looking to have some fun while learning about this fascinating field.
|9."Geometric Modeling: Methods and Applications (Computer Graphics: Systems and Applications)" by Hans Hagen and Dieter Roller|
|10."Advances in Geometric Modeling" by Dr Muhammad Sarfraz|
“Advances in Geometric Modeling 1st Edition” Book Review: This book integrates concepts and practical solutions from various fields such as mathematics, engineering, and physical sciences. It emphasizes an interdisciplinary approach and highlights recent advances in the field. The book also presents the integration of tools, methods, applications, and systems.
5. Computer Graphics and Visualization
|1."Computer Graphics" by Rajiv Chopra|
|2."Computer Graphics, C Version" by Donald D Hearn and M Pauline Baker|
“Computer Graphics, C Version” Book Review: This book is suitable for students at the junior to graduate level who are interested in computer graphics. It can also be used for self-study by professionals. The book covers the fundamental principles of computer graphics systems, making it a useful resource for beginners. All of the programming code is presented in the C language, which has rapidly grown in popularity. Additionally, a free open GL supplement is available through the Prentice Hall Catalogue page.
|3."Storytelling with Data: A Data Visualization Guide for Business Professionals" by Cole Nussbaumer Knaflic|
“Storytelling with Data: A Data Visualization Guide for Business Professionals” Book Review: This book is a comprehensive guide to the art of data visualization and communication. It provides a solid foundation for understanding the principles of effective data communication and offers real-world examples and applications to help readers grasp the concepts. The book emphasizes the importance of context and audience, and teaches readers to use data to tell compelling and informative stories. Through this book, students will learn to eliminate clutter and think like designers when presenting their data. With practical guidance and accessible language, this book helps readers turn their data into high-impact visual stories that resonate with their audience.
|4."Fundamentals of Computer Graphics" by Steve Marschner and Peter Shirley|
“Fundamentals of Computer Graphics” Book Review: The book has been updated to its third edition. The book explains the basics of computer graphics and is useful for students in college and programmers. The book explains the math behind computer graphics, which helps programmers write better code. The new edition has updated material on graphics pipeline and improved coverage of triangle meshes and mesh data structures. It also has new chapters on Implicit Modeling, Computer Graphics in Games, Color, and Visualization.
|5."Schaum’s Outline of Computer Graphics 2/E (Schaum's Outlines)" by Zhigang Xiang and Roy A Plastock|
“Schaum’s Outline of Computer Graphics 2/E (Schaum’s Outlines)” Book Review: This book teaches the basics of computer graphics. It covers both 2D and 3D graphics, and explains how images are created using algorithms. There are many examples and problems with step-by-step solutions to help you learn. The chapters cover different topics like Image Representation, Viewing and Clipping, Mathematics of Projection, and Color and Shading Models. There are also practice exercises to test what you have learned. This book is good for people who are studying at a higher level.
|6."Mathematical Elements for Computer Graphics" by David F Rogers and J Alan Adams|
“Mathematical Elements for Computer Graphics” Book Review: This book is for students studying computer graphics and computer-aided design. It is helpful for those studying mechanical and aeronautical engineering and computer science. This book teaches the mathematical theory behind computer graphics applications in a way that is easy to understand. It covers topics such as transformations, projections, 2-D and 3-D curve definitions, and surface definitions. It also includes advanced techniques like B-splines which are used in engineering workstations. To understand this subject, students should have a basic knowledge of vector and matrix algebra and calculus.
|7."Computer Graphics: Principles and Practice in C: United States Edition (Systems Programming Series)" by James D Foley and Andries van Dam|
“Computer Graphics: Principles and Practice in C: United States Edition (Systems Programming Series)” Book Review: This book is about computer graphics and uses examples in the C programming language. It shows how to use important algorithms for 2D and 3D graphics. The book covers topics like graphics hardware, user interface software, and rendering. It also talks about ray tracing and bump maps, which are important for computer graphics. The book assumes that the reader knows about computer science or related fields. At the end of each chapter, there are exercises to test your understanding of what you learned.
|8."Pattern Recognition and Machine Learning (Information Science and Statistics)" by Christopher M Bishop|
“Pattern Recognition and Machine Learning (Information Science and Statistics)” Book Review: This book is for people who are studying or working in machine learning or related areas. The book explains how to use approximate inference algorithms to get fast answers when exact answers are not possible. The book uses graphical models to show how probability works. You don’t need to know much about pattern recognition or machine learning to read this book, but it helps to know some multivariate calculus and basic linear algebra. Knowing some probabilities also helps, but the book includes an introduction to probability theory. The book can be used for courses or for self-study. It includes many exercises to help you understand the concept.
|9."Mathematical Foundations of Scientific Visualization, Computer Graphics, and Massive Data Exploration (Mathematics and Visualization)" by imusti|
|10."Perceptual Issues in Visualization (IFIP Series on Computer Graphics)" by Georges Grinstein and Haim Levkowitz|
6. Computer Animation
|1.."Creativity Inc." by Ed Catmull|
“Creativity Inc.” Book Review: This book is a must-read for anyone interested in creativity, innovation, and leadership. As the co-founder of Pixar Animation Studios, Catmull provides an insightful look into the creative process and how to foster a culture of innovation. He shares valuable lessons learned throughout his career, including the importance of embracing failure, creating an open and collaborative work environment, and continuously learning and evolving. With engaging storytelling and practical advice, “Creativity Inc.” is both inspiring and informative, offering readers a roadmap for nurturing creativity and achieving success in any field.
|2."The Animator's Survival Kit" by Richard E Williams|
“The Animator’s Survival Kit” Book Review: This book offers essential animation principles for animators of all levels, including beginners and experts, traditional and digital animators. It traces the connection between the early days of hand-drawn animation to the present computer-generated animation. The book includes numerous animal movements, innovative techniques, and realistic animations, with hundreds of illustrations. It serves as a reference guide for professionals, students, and animation enthusiasts, with a particular emphasis on animal movements, inventive techniques, and various animation examples.
|3."Computer Animation: Theory and Practice (Computer Science Workbench)" by Nadia Magnenat-Thalmann and Daniel Thalmann|
“Computer Animation: Theory and Practice (Computer Science Workbench)” Book Review: This book is about computer science and covers the latest developments in computer technologies. It provides practical knowledge for building computer systems, including topics such as computer tools, computer animation, and database management systems.
|4."Introducing Autodesk Maya 2014" by Dariush Derakhshani|
“Introducing Autodesk Maya 2014” Book Review: This book is specifically about a 3D software called Maya, made by Autodesk. It explains how to use Maya for tasks such as modeling, animating, texturing, and adding special visual effects. It includes many tutorials that are both interesting and challenging. These tutorials are especially helpful for people who are new to 3D or who have recently started using Maya.
|5."Mastering CryEngine" by Sascha Gundlach and Michelle K Martin|
“Mastering CryEngine” Book Review: This book is for developers who have some knowledge about CryEngine. It is a guide that covers different tasks and features of the software, with plenty of examples provided to explain them. The book also covers Lua scripting language and includes several illustrations to help enhance the reader’s understanding.
|6."CryEngine 3 Cookbook" by Dan Tracy and Sean Tracy|
“CryEngine 3 Cookbook” Book Review: This book is for developers who use CryEngine 3, whether they are professionals or beginners. It is designed like a cookbook, allowing readers to start anywhere without a specific order. The book provides extensive information on the application and serves as a valuable guide for exploring CryEngine 3. Additionally, the book has many examples that can enhance practical knowledge.
|7."SVG Animations" by Sarah Drasner|
“SVG Animations” Book Review: This book is designed for animators, whether they are beginners or professionals. It focuses on problem-solving, helping to address issues related to stability, performance, and creativity. The book covers a variety of topics, including making SVG cross-browser compatible, optimizing and debugging animations, and creating responsive sites. Whether you want to learn new techniques or improve your existing skills, this book can help.
|8."E-Learning with Camtasia Studio" by David B Demyan|
“E-Learning with Camtasia Studio” Book Review: This book teaches video learning techniques that are helpful for educators, designers, and corporate staff. It provides a step-by-step guide for creating high-quality e-learning videos. The book offers tips and tutorials on recording, editing, designing, and adding special effects, timing, and audio. It contains many illustrations and examples that make it easy for beginners to learn.
|9."Creating Web Animations: Bringing Your UIs to Life" by Kirupa Chinnathambi|
“Creating Web Animations: Bringing Your UIs to Life” Book Review: This book is aimed at web developers and designers who want to learn about web animations. It provides both theoretical knowledge and practical solutions to real-world scenarios. The topics covered include creating animations, using CSS animations, and understanding easing. The book is designed to help solve common problems with web animations and UI issues.
|10."The Computer Animation Dictionary: Including Related Terms Used in Computer Graphics, Film and Video, Production, and Desktop Publishing" by Robi Roncarelli|
“The Computer Animation Dictionary: Including Related Terms Used in Computer Graphics, Film and Video, Production, and Desktop Publishing” Book Review: This book is aimed at those who want to learn animation technology. It covers a wide range of topics such as geometry, computer graphics, video, painting, conventional animation, film, computer science, and publishing. It also provides information about emerging industries and resources such as computer animation newsletters. Additionally, the book lists several authors in the field.
7. Animation Techniques
|1."Animation from Pencils to Pixels: Classical Techniques for the Digital Animator" by Tony White|
“Animation from Pencils to Pixels: Classical Techniques for the Digital Animator” Book Review: This book on digital animation provides techniques and information relevant to modern technology. It covers the entire production process, from idea to distribution. It contains fundamentals, classical techniques, and professional advice to improve work. This book is useful for beginners and experienced digital animators, and provides secrets of professional animation. It comes with a CD-ROM containing classic animation moments and author’s homage to traditional drawn animation, “Endangered Species.” Additionally, it provides step-by-step guides, movie clips, and scene descriptions.
|2."The Complete Digital Animation Course: The Principles, Practice, and Techniques of Successful Digital Animation" by Andy Wyatt|
“The Complete Digital Animation Course: The Principles, Practice, and Techniques of Successful Digital Animation” Book Review: The focus of this book is on the art and practice of digital animation, making it an invaluable resource for students interested in the creative aspects of the industry. It covers the entire animation process, including new techniques and processes, and provides step-by-step tutorials, practice tasks, and assignments. The book is applicable to a variety of mediums, such as television, film, computer games, websites, cell phones, and mp3 players.
|3."How to Cheat in Maya 2014: Tools and Techniques for Character Animation" by Kenny Roy|
“How to Cheat in Maya 2014: Tools and Techniques for Character Animation” Book Review: This book offers insider tips and tricks used by professional animators to give them an advantage in a production environment. It features time-saving techniques, jam-packed with screenshots and scene file designs, covering everything from menus to modeling, lip sync to lighting, and all the latest versions of Maya. The book serves as a guide for novice and experienced 3D animators alike. It includes expanded sections on production workflow, new chapters covering rigging cheats, Maya’s referencing tools, and a treasure trove of information. The book also provides project files to help readers apply what they have learned.
|4."Cartoon Animation (Collector's Series)" by Preston Blair|
“Cartoon Animation (Collector’s Series)” Book Review: This book explains how to create animation by drawing and photographing a character in different positions. It teaches how to make original cartoon characters with their unique shape, personality, and movements like running, walking, and dancing. The book covers how to animate a character and create key poses, facial expressions, and body movements while speaking. There are helpful diagrams showing mouth positions and how sounds are made. The book also explains technical topics like background layout, cartoon storyboard, and camera synchronization with characters, sound, and music.
|5."Animation: The Whole Story" by Howard Beckerman|
“Animation: The Whole Story” Book Review: This book has drawings of famous characters like Popeye, Heckle & Jeckle, and Mickey Mouse. It explains how to make an animated feature and has many helpful illustrations, screenshots and sketches. The book shows how to bring a drawing to life, create storyboards, use color and form, and make a soundtrack. It includes 437 visual examples and step-by-step instructions. The book also talks about the latest digital technology used in animation.
|6."Models and Techniques in Computer Animation (Computer Animation Series)" by Nadia Magnenat Thalmann and Daniel Thalmann|
“Models and Techniques in Computer Animation (Computer Animation Series)” Book Review: This book contains various research papers and invited papers. It includes a workshop organized by the Computer Graphics Society, the University of Geneva, and the Swiss Federal Institute of Technology in Lausanne. The book covers motion control, visualization, human animation, and rendering techniques. It presents original research results and applications experience related to different areas of computer animation.
|7."Computer Animation: Algorithms and Techniques" by Rick Parent|
“Computer Animation: Algorithms and Techniques” Book Review: The book is a guide for learning animation programming. It teaches the basics of animation and also covers advanced topics such as fluid and crowd animation. The book includes projects and exercises to practice what you’ve learned. It also discusses important topics like video compression and formats. The book explains mathematical and algorithmic foundations of animation with examples and code. New topics such as cloth and hair animation have been added in this book. It also covers various techniques like path following, kinematic modeling, rigid body dynamics, flocking behavior, particle systems and collision detection.
|8."The Nine Old Men: Lessons, Techniques, and Inspiration from Disney's Great Animators" by Andreas Deja|
“The Nine Old Men: Lessons, Techniques, and Inspiration from Disney’s Great Animators” Book Review: This book analyzes figure drawing, acting, story structure, and execution techniques in depth. It includes rare sequential drawings from Disney to offer insight into the most creative minds. Disney’s most famous works and 12 basic principles of animation are also covered in the book. It provides behind-the-scenes access to Disney animation history by showcasing original drawings. The works of each of the Nine Old Men are discussed in the book, along with instruction and analysis. The book also features timeless characters and scenes from some of Disney’s most memorable short films.
|9."Elemental Magic, Volume I: The Art of Special Effects Animation" by Joseph Gilland|
“Elemental Magic, Volume I: The Art of Special Effects Animation” Book Review: This book teaches how to create incredible animated effects such as fire, water, and magical transformations. It includes detailed diagrams and explanations for producing visually stunning images on the big screen. The book uses original illustrations to demonstrate the technique, philosophy, and approach behind traditional hand-drawn animation effects. It also guides students in applying their animation skills to digital projects.
8. Character Animation for Production
|1."Character Animation Crash Course!" by Eric Goldberg|
“Character Animation Crash Course!” Book Review: This book is a comprehensive guide for beginners who want to learn animation. It covers the process of creating characters and developing their personalities. The book offers a thorough analysis of classic animation techniques, making it an invaluable resource for anyone interested in this field.
|2."They Drew as They Pleased: The Hidden Art of Disney's Golden Age" by Didier Ghez and Pete Docter|
“They Drew as They Pleased: The Hidden Art of Disney’s Golden Age” Book Review: The authors of this book are concept artists from Disney who aimed to explore ideas and inspire their fellow animators. It covers projects such as Snow White and the Seven Dwarfs, Pinocchio, Alice in Wonderland, and Peter Pan. The book features the most inspiring work created by the best Disney artists during the studio’s early golden age. It also includes biographical material about the artists and largely unpublished artwork from the Walt Disney Archives and the Disney Animation Research Library.
|3."Animation Development: From Pitch to Production" by David B Levy|
“Animation Development: From Pitch to Production” Book Review: This book is an essential guide for anyone interested in learning about the cartoon production process, whether a curious beginner or professionals. It features valuable insights and experiences from industry experts, providing readers with the tools to unleash their creative potential and create works that are both personal and universally appealing. Additionally, the book offers advice on collaborating with others, forming partnerships, and obtaining legal representation and agents to bring projects to fruition.
|4."The Art of Gears of War 3 (Art of the Game)" by Ballistic Publishing and Ronnie Gramazio|
“The Art of Gears of War 3 (Art of the Game)” Book Review: This book provides a detailed look into the making of one of Epic Games’ most highly anticipated releases. It delves into the concept and production art of characters, environments, monsters, weapons, and vehicles, revealing previously unseen artwork that contributed to the success of Gears of War 3.
|5."Animation: From Concept to Production" by Hannes Rall|
“Animation: From Concept to Production” Book Review: This book teaches how to make animations with lots of details. Talented animators can learn to make better films by understanding the animation process. The book explains how to prepare for making an animation, like writing a story, drawing pictures, and designing characters. It also shows how to use different techniques to make animations such as 2D animation, 3D computer animation, and stop motion. Animators can learn from practical advice, pictures, and real examples in the book.
|6."Your Career in Animation: How to Survive and Thrive" by David Levy|
“Your Career in Animation: How to Survive and Thrive” Book Review: This book is beneficial for beginners in animation or those seeking employment in the industry. It is filled with valuable knowledge and insight. It provides guidance on how to start a career in animation, maintain it, and achieve growth. The resources section of the book lists animation schools, film festivals, studios, websites, and publications to help animators kickstart their career.
|7."Action!: Acting Lessons for CG Animators" by John Kundert–Gibbs and Kristin Kundert–Gibbs|
“Action!: Acting Lessons for CG Animators” Book Review: This book is beneficial for animators so that they can have a solid understanding of acting principles. This understanding of principles helps the animators in creating a character with a strong personality. The emphasis is given on the character’s motions and movements. This book covers basic elements of acting for CG animation and then more advanced topics are included such as internal intent and motivation.
|8."Directing Animation" by David Levy|
“Directing Animation” Book Review: This book is for both aspiring and experienced animators. It can help them understand the director’s role in managing the animation process. The animation director is responsible for directing the animators and communicating with producers, writers, creators, and clients. This book provides guidance on directing commercials, TV series, and web series. It also offers tips on maintaining good relationships with producers, creators, writers, and network executives.
|9."Animated Performance: Bringing Imaginary Animal, Human and Fantasy Characters to Life (Required Reading Range)" by Nancy Beiman|
“Creating Animated Cartoons with Character: A Guide to Developing and Producing Your Own Series for TV, the Web, and Short” Book Review: In this book, you can learn how to make a character feel alive by showing their emotions through their actions. The book includes numerous tips, examples, and exercises from experienced animators in the industry. These tips can help you create a wide variety of unique characters and avoid making them all seem the same.
|10."Creating Animated Cartoons with Character: A Guide to Developing and Producing Your Own Series for TV, the Web, and Short" by Joe Murray|
“Creating Animated Cartoons with Character: A Guide to Developing and Producing Your Own Series for TV, the Web, and Short” Book Review: This guide is perfect for anyone interested in learning how to create successful animated series for TV, short films, or the web. It teaches you how to tap into your creativity and develop commercially-viable characters. The book includes behind-the-scenes stories and advice from successful animators like Steve Hillenburg (SpongeBob Squarepants), Everett Peck (Duckman), and Craig McCracken (The Powerpuff Girls and Foster’s Home for Imaginary Friends). Whether you’re an aspiring cartoonist or just someone who enjoys drawing, this book is a must-have.
9. Dynamics for Effects Animation
|1."Maya Manual (Springer Professional Computing)" by Daniel Lavender|
“Maya Manual (Springer Professional Computing)” Book Review: This book provides a comprehensive introduction to Maya, covering the fundamental aspects of the software. It teaches you how to create 3D objects, manipulate models and surfaces, animate objects, work with colors and lighting, and render your creations. The book also includes helpful examples and illustrations to guide you along the way.
|2."Physics for Game Developers: Science, math, and code for realistic effects" by David M Bourg and Bryan Bywalec|
“Physics for Game Developers: Science, math, and code for realistic effects” Book Review: This book discusses the basic principles of physics that are relevant to game development, such as collisions, explosions, sound, projectiles, and other effects used in games on various platforms such as Wii, PlayStation, Xbox, smartphones, and tablets. It also explains how to utilize different sensors like accelerometers and optical tracking devices, and provides guidance on modeling the behavior of various objects, such as boats, airplanes, cars, and sports balls.
|3."Autodesk 3ds Max 2015 Essentials: Autodesk Official Press" by Randi L Derakhshani and Dariush Derakhshani|
“Autodesk 3ds Max 2015 Essentials: Autodesk Official Press” Book Review: This book is suitable for artists, students, educators, and hobbyists who want to learn the fundamentals of Autodesk 3ds Max. It covers the basics of modeling, texturing, animation, and visual effects, as well as other essential techniques such as rigging, rendering, and architectural visualization. The book includes step-by-step tutorials, full-color screenshots and illustrations, and downloadable exercise files to help you learn the software effectively.
|4."After Effects for Flash / Flash for After Effects: Dynamic Animation and Video with Adobe After Effects CS4 and Adobe Flash CS4 Professional" by HARRINGTON & GEDULD|
“After Effects for Flash / Flash for After Effects: Dynamic Animation and Video with Adobe After Effects CS4 and Adobe Flash CS4 Professional” Book Review: This book teaches you how to efficiently exchange projects and assets between After Effects and Flash, properly shoot green screen material, utilize Keylight and embedded alpha channels, and create dynamic text, vector-based animations, and animated videos using Adobe Creative Suite 4. It also provides guidance on working with 3D cameras and lights, creating 3D environments, converting Flash to broadcast and DVD standards with After Effects, using Adobe Media Encoder for professional results, creating interactive controls and using cue points in the video, optimizing video for accessibility, and transcribing video using Adobe Soundbooth. Additionally, the book covers using ActionScript in projects to create more innovative animations.
|5."The Art of Fluid Animation" by Jos Stam|
“The Art of Fluid Animation” Book Review: This book teaches how to use computer code to create fluid animations, such as water, smoke, fire, and explosions. It explains the fundamental concepts that drive fluid animation and provides a historical background of fluid computation. The book covers various areas, including stable fluid simulation, flows on surfaces, and flow control. Additionally, the book includes computer code examples to help readers implement these techniques effectively.
|6."Mastering Maya 2009" by Eric Keller and Eric Allen|
“Mastering Maya 2009” Book Review: This book offers expert-level guidance on Maya Complete and Maya Unlimited, covering a wide range of topics from modeling, texturing, animation, and visual effects to advanced techniques for film, television, games, and other applications. The book delves into various topics, including Dynamics, Maya Muscle, Stereo Cameras, Assets, rendering with mental ray, and more. It also includes practical tutorials and real-world scenarios to help readers apply the techniques they learn.
10. 2D Graphics and Animation
|1."Core HTML5 2D Game Programming" by David Geary|
“Core HTML5 2D Game Programming” Book Review: This book is helpful for anyone interested in making video games, from beginners to experts. It covers the tools and resources needed to create games, including open-source software. It provides easy-to-follow instructions for creating arcade-style games from the beginning. It also explains how to build 2D games for the web using HTML5, both with and without frameworks. The book covers topics such as creating smooth animations, designing graphical objects and special effects, and using particle systems to simulate natural phenomena in games. Additionally, it explores nodes.js and socket.io to send real-time data to a server.
|2."Character Animation: 2D Skills for Better 3D" by Steve Roberts|
“Character Animation: 2D Skills for Better 3D” Book Review: This book is aimed at students aspiring to pursue a career in computer graphics. It covers the fundamental techniques of both 2D and 3D animation, with helpful illustrations and animation exercises designed to develop skills. The book explains traditional 2D principles such as timing, poses, and lip-syncing, as well as character animation. Additionally, it comes with a CD-ROM that includes animation packages for 3ds Max, Maya, and XSI Softimage.
|3."Mastering Unity 2D Game Development" by Ashley Godbold and Simon Jackson|
“Mastering Unity 2D Game Development” Book Review: This book is a comprehensive guide to building a 2D RPG game framework using Unity 5. It covers the basics of Unity UI systems and C# scripting to create, manipulate, and utilize 2D sprite animation. The book also covers advanced topics such as creating and programming animations, building an NPC conversation system, an inventory system, and random RPG map battles. In addition, it covers adding sound, music, and monetization strategies, as well as splash screens. The book provides step-by-step instructions for developing, building, and publishing on multiple platforms. It also discusses advanced topics for optimizing game performance.
|4."The Animator's Guide to 2D Computer Animation" by Hedley Griffin|
“The Animator’s Guide to 2D Computer Animation” Book Review: This book teaches how to make 2D animations by following simple steps. It explains different animation styles and covers topics like creating storyboards, drawing animations, and scanning them into the computer. It also talks about working with images, backgrounds, and coloring. The book includes a CD-ROM with examples and animation clips to help you learn.
|5."Create 2D Mobile Games with Corona SDK" by David Mekersa|
“Create 2D Mobile Games with Corona SDK” Book Review: This book teaches how to create mobile games and apps using the Corona SDK tool. It provides quick and accurate tips for learning the programming language needed to create games. It includes step-by-step instructions for coding and screenshots, as well as sample exercises and online examples to practice coding.
|6."OpenGL Shading Language" by Randi J Rost and Bill Licea-Kane|
“OpenGL Shading Language” Book Review: This book teaches about programmable graphics hardware and OpenGL API. It explains the OpenGL shading language and how it is used with function calls. It covers the syntax and meaning of this language and how to create and manipulate OpenGL function calls. It includes sections on transformations, lighting, shadows, and surface properties. Additionally, it discusses image-based lighting, lighting using spherical harmonics, Ward’s BRDF model, volume shadows with deferred lighting, ambient occlusion, and shadow mapping.
|7."Thinking Animation: Bridging the Gap Between 2D and CG" by Angie Jones and Jamie Oliff|
“Thinking Animation: Bridging the Gap Between 2D and CG” Book Review: This book is designed for both traditional 2D animators and CG animators. It covers the principles and techniques of traditional animation and shows how to apply them in a modern high-tech studio environment. The book explains how to convert traditional drawings into CG format, as well as covering story preparation and character development. It also includes sections on rigging, animation, and acting for animated characters.
|8."Mastering Unity 2D Game Development - Building Exceptional 2D Games with Unity" by Simon Jackson|
“Mastering Unity 2D Game Development – Building Exceptional 2D Games with Unity” Book Review: This book explains how to use Unity 2D to make games and customize them. You will learn to create a 2D RPG game with sprite animation and publish it on multiple platforms. It guides you through the game development process with step-by-step instructions and provides the latest tips and tricks. You will learn about the entire game development lifecycle, from initial design to deployment. This book also covers implementing artificial intelligence in your game.
|9."2D Graphics Programming for Games" by John Pile|
“2D Graphics Programming for Games” Book Review: This book teaches how to create 2D games for various platforms, such as iOS, Android, and Xbox 360. It covers the basics of 2D game creation, including concepts related to motion and depth like cel animation, tiling, and layering. It also covers advanced graphics, such as particle systems, shaders, and splines. Sample codes and challenges are included for practice, along with examples of creating animated films.
|10."OpenGL ES 2.0 Programming Guide" by Aaftab Munshi and Dan Ginsburg|
“OpenGL ES 2.0 Programming Guide” Book Review: This book teaches the OpenGL ES shading language. It explains the basic concepts like variables, constructors, and structures. You will learn how to create shader objects, compile them and attach them to program objects. It also covers geometry assembling into primitives in the graphics pipeline. You will learn about vertex shaders, fragment shaders, and fragment operations. It also discusses advanced renderings like particle systems, environment mapping, and projective texturing. The book provides C-based code examples and Khronos-ratified extensions to deal with real-world programming challenges.
11. 3D Graphics and Animation
|1."Understanding 3D Animation Using Maya" by John Edgar Park|
“Understanding 3D Animation Using Maya” Book Review: This book teaches the basics of Maya, including workspace, modeling, and animation. It also covers shading, lighting, and rendering in Maya, as well as 3D animation. The instructions are provided in a step-by-step manner to help readers work in Maya. It includes hands-on tutorials and projects for each chapter to assist with learning. This book is suitable for both beginners and intermediate learners.
|2."Animated Storytelling: Simple Steps For Creating Animation and Motion Graphics" by Liz Blazer|
“Animated Storytelling: Simple Steps For Creating Animation and Motion Graphics” Book Review: This book is a guide to creating stories with animation and motion graphics. It provides clear, step-by-step instructions and tools for design. It covers design, development, pre-production, and storyboarding of animation. It explains how to use linear and nonlinear story structures to create a compelling story. Whether you’re interested in creating short films, messages for broadcasting, or just want to learn more about animation, this book is a valuable reference.
|3."Gpu Gems 2: Programming Techniques for High - Performance Graphics and General - Purpose Computation" by Matt Pharr and Randima Fernando (Series Editor)|
“GPU Gems 2: Programming Techniques for High – Performance Graphics and General – Purpose Computation” Book Review: This book is aimed at gaming engineers who want to learn advanced programming techniques for graphics processing units. It covers current algorithms for advanced visual effects and image processing techniques, as well as strategies for managing complex scenes. The book also explores topics such as shading, lighting, and shadows. In addition, it provides an overview of general-purpose computation on GPUs, image-oriented computing, simulation, and numerical algorithms.
|4."Creating 3-D Animation: The Aardman Book of Filmmaking" by Peter Lord and Brian Sibley|
“Creating 3-D Animation: The Aardman Book of Filmmaking” Book Review: This book is intended for students studying animated filmmaking. It explores the process of stop motion photography using 3D models. It covers the history of motion picture film, as well as cartoon and puppet animation. The book details the entire process from planning to model making, and the addition of sounds. It explains the techniques, skills, and equipment required for creating animations. It also elaborates on methods for lighting, set construction, special effects, and filming. The book contains photos, storyboards, and frame enlargements. It also includes information about various techniques developed and the making of the film “Chicken Run.”
|5."3D Animation Essentials (Essentials (John Wiley))" by Andy Beane|
“3D Animation Essentials (Essentials (John Wiley))” Book Review: This book is designed for those interested in 3D animation and can be useful for 3D artists or anyone looking to expand their knowledge in this field. It covers the fundamental concepts of 3D animation and the industry, as well as the language used in computer graphics. It explains the basics of animation, including pre-production, modelling, and animation techniques. Additionally, it covers core 3D topics like design, film, video, and games. This book can help readers create realistic 3D imagery.
|6."Exploring 3D Animation with Maya 6 (Design Exploration)" by Peter Young and Patricia Beckmann|
“Exploring 3D Animation with Maya 6 (Design Exploration)” Book Review: This book delves into the creation of animation and characters using Maya. It presents an in-depth guide to the tools and offers a comprehensive step-by-step process for producing animation with Maya. It elucidates the implementation of fundamental movements such as walking, body language, and facial expressions. It also explores advanced features of Maya such as the animation curve editor, dope sheet, and the utilization of a five-panel story structure. The book covers the various tools and functionalities available in Maya for crafting high-quality 3D animation.
|7."Blender 3D by Example" by Romain Caudron and Pierre-Armand Nicq|
“Blender 3D by Example” Book Review: This book can help people who want to make 3D projects using Blender. It teaches the basics of 3D and how to use Blender’s interface. You can learn how to make short films or give movement to characters by using rigging and animation. It explains how to make a 3D robot toy using basic modelling tools. You can also learn advanced techniques like using array modifier, instance duplication, and curves. The book also explains how to improve your creation by adjusting the shot, adding texture, using skin mesh modifier, render engines, and paint. You can learn rigging, animation, advanced materials composition, editing, and more.
|8."Blender 3D Incredible Machines" by Christopher Kuhn|
“Blender 3D Incredible Machines” Book Review: This book is for people who enjoy using blender 3D as a hobby. It teaches how to create realistic machines for 3D projects and animated films. You’ll learn important skills, create customized game modules and improve the quality and efficiency of your projects. It covers different types of projects such as pistols, spacecraft, robots and more. It explains modelling methods for larger objects and various techniques of freestyle modelling. The book also discusses building low poly models like low poly racers. It’s a great resource for improving your modelling skills in blender 3D, and it provides detailed explanations of both basic and advanced features.
|9."Blender 3D Basics" by Gordon Fisher|
“Blender 3D Basics” Book Review: This book is for beginners who want to learn about 3D modelling. It is useful for those who have never used 3D tools before. It teaches the basics and step-by-step process of 3D modelling and animation. The book discusses the blender’s interface and tools. It also teaches how to create a maritime scene with boats and water. You will learn how to save, import, and export different file formats. The book also covers rendering and compositing the final animation sequence. It includes challenges to help you practice and improve your skills.
|10."IClone 4.31 3D Animation Beginner's Guide" by M D McCallum|
“IClone 4.31 3D Animation Beginner’s Guide” Book Review: This book is helpful for those who enjoy making animated movies using iClone. It provides detailed instructions to create animations, including character modifications such as clothing and lip-sync. The book also covers advanced topics such as screen resolution, formats, and codecs. You will learn to add special effects like fire, rain, fog, and other particle-driven effects. Camera setup and multiple angle shots are also explained. To enhance the learning experience, the book includes tasks and challenges.
|11."Learning Blender: A Hands-On Guide to Creating 3D Animated Characters" by Oliver Villar|
“Learning Blender: A Hands-On Guide to Creating 3D Animated Characters” Book Review: This book covers the fundamentals of Blender, such as its interface, controls, and object manipulation. It provides a comprehensive guide to character creation, including design, modeling, unwrapping, texturing, shading, rigging, and animation. It also explains how to incorporate the animated character into a live video using camera tracking methods, lighting, and compositing.