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3D Mesh Processing and Character Animation focusses specifically on
topics that are important in three-dimensional modelling, surface
design and real-time character animation. It provides an in-depth
coverage of data structures and popular methods used in geometry
processing, keyframe and inverse kinematics animations and shader
based processing of mesh objects. It also introduces two powerful
and versatile libraries, OpenMesh and Assimp, and demonstrates
their usefulness through implementations of a wide range of
algorithms in mesh processing and character animation respectively.
This Textbook is written for students at an advanced undergraduate
or postgraduate level who are interested in the study and
development of graphics algorithms for three-dimensional mesh
modeling and analysis, and animations of rigged character models.
The key topics covered in the book are mesh data structures for
processing adjacency queries, simplification and subdivision
algorithms, mesh parameterization methods, 3D mesh morphing,
skeletal animation, motion capture data, scene graphs, quaternions,
inverse kinematics algorithms, OpenGL-4 tessellation and geometry
shaders, geometry processing and terrain rendering.
This book brings together several advanced topics in computer
graphics that are important in the areas of game development,
three-dimensional animation and real-time rendering. The book is
designed for final-year undergraduate or first-year graduate
students, who are already familiar with the basic concepts in
computer graphics and programming. It aims to provide a good
foundation of advanced methods such as skeletal animation,
quaternions, mesh processing and collision detection. These and
other methods covered in the book are fundamental to the
development of algorithms used in commercial applications as well
as research.
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