Foundations of Physically Based Modeling and Animation
Autor Donald House, John C. Keyseren Limba Engleză Paperback – 30 sep 2020
- Emphasizes the underlying concepts of the field, and is not tied to any particular software package, language, or API.
- Develops concepts in mathematics, physics, numerical methods, and software design in a highly integrated way, enhancing both motivation and understanding.
- Progressively develops the material over the book, starting from very basic techniques, and building on these to introduce topics of increasing complexity.
- Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation.
Toate formatele și edițiile | Preț | Express |
---|---|---|
Paperback (1) | 371.11 lei 6-8 săpt. | |
CRC Press – 30 sep 2020 | 371.11 lei 6-8 săpt. | |
Hardback (1) | 749.21 lei 6-8 săpt. | |
CRC Press – 20 dec 2016 | 749.21 lei 6-8 săpt. |
Preț: 371.11 lei
Preț vechi: 463.89 lei
-20% Nou
Puncte Express: 557
Preț estimativ în valută:
71.03€ • 73.87$ • 59.52£
71.03€ • 73.87$ • 59.52£
Carte tipărită la comandă
Livrare economică 13-27 martie
Preluare comenzi: 021 569.72.76
Specificații
ISBN-13: 9780367658205
ISBN-10: 0367658208
Pagini: 404
Dimensiuni: 178 x 254 mm
Greutate: 0.7 kg
Ediția:1
Editura: CRC Press
Colecția A K Peters/CRC Press
ISBN-10: 0367658208
Pagini: 404
Dimensiuni: 178 x 254 mm
Greutate: 0.7 kg
Ediția:1
Editura: CRC Press
Colecția A K Peters/CRC Press
Public țintă
Academic and Professional Practice & DevelopmentCuprins
Chapter 1 Introduction
Chapter 2 Simulation Foundations
Chapter 3 Follow the Bouncing Ball
Chapter 4 Particle Systems
Chapter 5 Particle Choreography
Chapter 6 Interacting Particle Systems
Chapter 7 Numerical Integration
Chapter 8 Deformable Springy Meshes
Chapter 9 Rigid Body Dynamics
Chapter 10 Rigid Body Collisions and Contacts
Chapter 11 Constraints
Chapter 12 Articulated Bodies
Chapter 13 Foundations of Fluid Dynamics
Chapter 14 Smoothed Particle Hydrodynamics (SPH)
Chapter 15 Finite Difference Algorithms
Chapter 2 Simulation Foundations
Chapter 3 Follow the Bouncing Ball
Chapter 4 Particle Systems
Chapter 5 Particle Choreography
Chapter 6 Interacting Particle Systems
Chapter 7 Numerical Integration
Chapter 8 Deformable Springy Meshes
Chapter 9 Rigid Body Dynamics
Chapter 10 Rigid Body Collisions and Contacts
Chapter 11 Constraints
Chapter 12 Articulated Bodies
Chapter 13 Foundations of Fluid Dynamics
Chapter 14 Smoothed Particle Hydrodynamics (SPH)
Chapter 15 Finite Difference Algorithms
Notă biografică
Donald H. House is Professor and Chair of the Division of Visual Computing in the School of Computing at Clemson University, Clemson, South Carolina, USA. He received his Ph.D. in Computer and Information Sciences from the University of Massachusetts, Amherst, his M.S. in Electrical Engineering from Rensselaer, and his B.S. in Mathematics from Union College. His early research was in cloth simulation, and physically based animation. More recently his focus has been on cognitive and perceptual optimization of visualizations under uncertainty.
John C. Keyser is Professor and Associate Department Head for Academics in the Department of Computer Science and Engineering at Texas A&M University, College Station, Texas, USA. He received his Ph.D. in Computer Science from the University of North Carolina, and B.S. degrees in Applied Math, Engineering Physics, and Computer Science from Abilene Christian University. His research has spanned a range of computer graphics topics, with particular emphasis in physically based simulation and solid modeling.
John C. Keyser is Professor and Associate Department Head for Academics in the Department of Computer Science and Engineering at Texas A&M University, College Station, Texas, USA. He received his Ph.D. in Computer Science from the University of North Carolina, and B.S. degrees in Applied Math, Engineering Physics, and Computer Science from Abilene Christian University. His research has spanned a range of computer graphics topics, with particular emphasis in physically based simulation and solid modeling.
Descriere
Computer games, animation and modeling all have a common root in physics. It is only through the application of physics and mathematics that computer generated characters and objects can come to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical, algorithmic, and numeric