Advanced Methods in Computer Graphics: With examples in OpenGL
Autor Ramakrishnan Mukundanen Limba Engleză Paperback – 13 apr 2014
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Specificații
ISBN-13: 9781447160700
ISBN-10: 1447160703
Pagini: 328
Ilustrații: XIV, 314 p.
Dimensiuni: 155 x 235 x 17 mm
Greutate: 0.45 kg
Ediția:2012
Editura: SPRINGER LONDON
Colecția Springer
Locul publicării:London, United Kingdom
ISBN-10: 1447160703
Pagini: 328
Ilustrații: XIV, 314 p.
Dimensiuni: 155 x 235 x 17 mm
Greutate: 0.45 kg
Ediția:2012
Editura: SPRINGER LONDON
Colecția Springer
Locul publicării:London, United Kingdom
Public țintă
GraduateCuprins
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.
Recenzii
From the reviews:
“This book provides an in-depth analysis of a selection of topics that are important in the areas of character animation and game development. … book aims to provide a comprehensive treatment of theoretical concepts and associated methods related to the following areas: articulated character animation, curve and surface design, mesh processing and collision detection. … The book is presented in an accessible fashion full of images and examples. … The topics discussed in this book are commonly covered in graduate or advanced undergraduate graphics courses.” (Agnieszka Lisowska, Zentralblatt MATH, Vol. 1243, 2012)
“This book provides an in-depth analysis of a selection of topics that are important in the areas of character animation and game development. … book aims to provide a comprehensive treatment of theoretical concepts and associated methods related to the following areas: articulated character animation, curve and surface design, mesh processing and collision detection. … The book is presented in an accessible fashion full of images and examples. … The topics discussed in this book are commonly covered in graduate or advanced undergraduate graphics courses.” (Agnieszka Lisowska, Zentralblatt MATH, Vol. 1243, 2012)
Textul de pe ultima copertă
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:
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.
Caracteristici
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