000 a
999 _c32747
_d32747
008 240216b xxu||||| |||| 00| 0 eng d
020 _a9781447174882
082 _a006.6869
_bMUK
100 _aMukundan, Ramakrishnan
245 _aAdvanced methods in computer graphics : with examples in OpenGL
260 _bSpringer,
_aLondon :
_c2012
300 _axiii, 312 p. ;
_bill.,
_c24 cm
365 _b1850.00
_c
_d01
504 _aIncludes indexes.
520 _aAdvanced 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.
650 _aAxis aligned bounding box
650 _aBezier curve
650 _aBounding volume hierarchy
650 _aConvex hull
650 _aDual quaternion
650 _aEnd effector
650 _aEuler's formula
650 _aGauss- Seidel iteration
650 _aInverse kinematics
650 _aJoint chains
650 _ak-d tree
650 _aMesh file format
650 _aNewton-Raphson method
650 _aScene graph
650 _aTaylor's approximation
942 _2ddc
_cBK