000 03290nam a22004095i 4500
001 978-1-4471-2340-8
003 DE-He213
005 20140220083235.0
007 cr nn 008mamaa
008 120210s2012 xxk| s |||| 0|eng d
020 _a9781447123408
_9978-1-4471-2340-8
024 7 _a10.1007/978-1-4471-2340-8
_2doi
050 4 _aT385
072 7 _aUML
_2bicssc
072 7 _aCOM012000
_2bisacsh
082 0 4 _a006.6
_223
100 1 _aMukundan, Ramakrishnan.
_eauthor.
245 1 0 _aAdvanced Methods in Computer Graphics
_h[electronic resource] :
_bWith examples in OpenGL /
_cby Ramakrishnan Mukundan.
264 1 _aLondon :
_bSpringer London :
_bImprint: Springer,
_c2012.
300 _aXIII, 312p. 238 illus.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _aIntroduction -- 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.
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. 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.  
650 0 _aComputer science.
650 0 _aComputer graphics.
650 1 4 _aComputer Science.
650 2 4 _aComputer Graphics.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9781447123392
856 4 0 _uhttp://dx.doi.org/10.1007/978-1-4471-2340-8
912 _aZDB-2-SCS
999 _c100655
_d100655