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Advanced Methods in Computer Graphics
Details
This book covers advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering, among them skeletal animation, quaternions, mesh processing and collision detection.
This book brings together several advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering. The book is designed for final-year undergraduate or first-year graduate students, who are already familiar with the basic concepts in computer graphics and programming. It aims to provide a good foundation of advanced methods such as skeletal animation, quaternions, mesh processing and collision detection. These and other methods covered in the book are fundamental to the development of algorithms used in commercial applications as well as research.
Introduces a wide range of methods in advanced graphics that prepares students for research projects Emphasizes the conceptual framework and application oriented details so that the reader understands why, where and how each method is used Provides code examples using OpenGL that not only help understand the implementation aspects but also motivate the reader to try new applications
Klappentext
Advanced Methods in Computer Graphics provides an in-depth analysis of a selection of topics that are important in the areas of character animation and game development. The discussion of a wide range of algorithms and their implementation aspects presented in the book will serve as a useful reference for researchers and practitioners in computer graphics. Students will find the book to be a valuable resource in their study of advanced graphics concepts.
The key topics covered in the book are hierarchical modelling and transformations using scene graphs, skeletal animation, forward and inverse kinematics solutions, quaternion based rotation interpolation, mesh processing and collision detection algorithms. The book also gives a thorough overview of splines, interpolation curves, and surface design methods.
Features:
- Comprehensive coverage of a large collection of methods used in animation and game programming.
- Detailed description of thetheoretical aspects of algorithms, complemented by examples, figures and pseudo-codes.
- Each chapter accompanied by a set of demonstration programs that clearly show the implementation and working of key algorithms.
The C++ source code of all the examples, demos and classes for each chapter can be downloaded from the publisher's website, http://extras.springer.com/978-1-4471-2339-2. Ramakrishnan Mukundan is an associate professor in the Department of Computer Science and Software Engineering at the University of Canterbury, Christchurch, New Zealand. He has been teaching computer graphics courses at both undergraduate and graduate levels for the past twelve years.
Inhalt
Introduction.- Mathematical Preliminaries.- Scene Graphs.- Skeletal Animation.- Quaternions.- Kinematics.- Curves and Surfaces.- Mesh Processing.- Collision Detection.- Appendix A: Geometry Classes.- Appendix B: Scene Graph Classes.- Appendix C: Vertex Skinning Classes.- Appendix D: Quaternion Classes.- Index.
Weitere Informationen
- Allgemeine Informationen
- GTIN 09781447160700
- Auflage 2012
- Sprache Englisch
- Genre Anwendungs-Software
- Größe H235mm x B155mm x T18mm
- Jahr 2014
- EAN 9781447160700
- Format Kartonierter Einband
- ISBN 1447160703
- Veröffentlichung 13.04.2014
- Titel Advanced Methods in Computer Graphics
- Autor Ramakrishnan Mukundan
- Untertitel With examples in OpenGL
- Gewicht 499g
- Herausgeber Springer London
- Anzahl Seiten 328
- Lesemotiv Verstehen