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Advanced methods in computer graphics : with examples in OpenGL

By: Mukundan, Ramakrishnan.
Publisher: London : Springer, 2012Description: xiii, 312 p. ; ill., 24 cm.ISBN: 9781447174882.Subject(s): Axis aligned bounding box | Bezier curve | Bounding volume hierarchy | Convex hull | Dual quaternion | End effector | Euler's formula | Gauss- Seidel iteration | Inverse kinematics | Joint chains | k-d tree | Mesh file format | Newton-Raphson method | Scene graph | Taylor's approximationDDC classification: 006.6869 Summary: 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 the theoretical aspects of algorithms, complemented by examples, figures and pseudo-codes.
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Includes indexes.

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 the theoretical aspects of algorithms, complemented by examples, figures and pseudo-codes.

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