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This book presents revised versions of the best papers selected
from the symposium Mathematical Progress in Expressive Image
Synthesis (MEIS2013) held in Fukuoka, Japan, in 2013. The topics
cover various areas of computer graphics (CG), such as surface
deformation/editing, character animation, visual simulation of
fluids, texture and sound synthesis and photorealistic rendering.
From a mathematical point of view, the book also presents papers
addressing discrete differential geometry, Lie theory,
computational fluid dynamics, function interpolation and learning
theory. This book showcases the latest joint efforts between
mathematicians, CG researchers and practitioners exploring
important issues in graphics and visual perception.The book
provides a valuable resource for all computer graphics researchers
seeking open problem areas, especially those now entering the field
who have not yet selected a research direction."
The material included in this book provides selected presentations
given at the international symposium MEIS2014. The book aims to
provide a unique venue where various issues in computer graphics
(CG) application fields are discussed by mathematicians as well as
CG researchers and practitioners. The target audience is not
limited to researchers in academia but also those in industries
with a strong interest in digital media creation, scientific
visualization and visual engineering.
This synthesis lecture presents an intuitive introduction to the
mathematics of motion and deformation in computer graphics.
Starting with familiar concepts in graphics, such as Euler angles,
quaternions, and affine transformations, we illustrate that a
mathematical theory behind these concepts enables us to develop the
techniques for efficient/effective creation of computer animation.
This book, therefore, serves as a good guidepost to mathematics
(differential geometry and Lie theory) for students of geometric
modeling and animation in computer graphics. Experienced developers
and researchers will also benefit from this book, since it gives a
comprehensive overview of mathematical approaches that are
particularly useful in character modeling, deformation, and
animation.
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