Buch, Englisch, 314 Seiten, Previously published in hardcover, Format (B × H): 155 mm x 235 mm, Gewicht: 499 g
With examples in OpenGL
Buch, Englisch, 314 Seiten, Previously published in hardcover, Format (B × H): 155 mm x 235 mm, Gewicht: 499 g
ISBN: 978-1-4471-6070-0
Verlag: Springer
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.
Zielgruppe
Graduate
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Computersimulation & Modelle, 3-D Graphik
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Digitale Animation
- Mathematik | Informatik EDV | Informatik Programmierung | Softwareentwicklung Spiele-Programmierung, Rendering, Animation
Weitere Infos & Material
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.