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.
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