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 |