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OverviewSince the 1980s, the computer graphics community has strived for increased realism, believability, and speed in computer generated pictures and animation. This field is still booming today, driven by the movie, game, and simulation industry, and the constant increase in computer power. To achieve the quality expected by audiences of games and movies, programmers need to understand and implement physics-based animation methods. Physics-Based Animation is written to teach essential principles and provide practical methods for transforming theoretical techniques into practical skills. It thoroughly details all three of the key subjects: physics, mathematics, and animation. The book gives students and professionals a solid foundation for understanding how the mathematical models are derived from physical and mathematical principles, and how the mathematical models are solved in an efficient, robust, and stable manner on a computer. It is ideal for students of animation, researchers in the field, and professionals working in games and movie industries. Full Product DetailsAuthor: Kenny Erleben , Jon Sporring , Knud Henriksen , Henrik DohlmanPublisher: Cengage Learning, Inc Imprint: Charles River Media Dimensions: Width: 18.70cm , Height: 4.50cm , Length: 23.60cm Weight: 1.544kg ISBN: 9781584503804ISBN 10: 1584503807 Pages: 842 Publication Date: 01 August 2005 Audience: General/trade , General Format: Hardback Publisher's Status: Out of Print Availability: In Print ![]() Limited stock is available. It will be ordered for you and shipped pending supplier's limited stock. Table of ContentsReviewsPreface Chapter 1 Introduction PART I THE KINEMATICS Chapter 2 Articulated Figures Chapter 3 Forward and Inverse Kinematics Chapter 4 Motion Interpolation PART II MULTIBODY ANIMATION Chapter 5 Penalty-Based Multibody Animation Chapter 6 Impulse-Based Multibody Animation Chapter 7 Constraint-Based Multibody Animation PART III THE DYNAMICS OF DEFORMABLE OBJECTS Chapter 8 Particle Systems Chapter 9 Continuum Models with Finite Differences Chapter 10 The Finite Element Method Chapter 11 Computational Fluid Dynamics PART IV COLLISION DETECTION Chapter 12 Broad-Phase Collision Detection Chapter 13 Introduction to Narrow-Phase Collision Detection Chapter 14 Contact Determination Chapter 15 Bounding Volume Hierarchies Chapter 16 Feature-Based Algorithms Chapter 17 Volume-Based Algorithms PART V MATHEMATICS AND PHYSICS FOR ANIMATION Chapter 18 Vectors, Matrices, and Quaternions Chapter 19 Solving Linear Systems of Equations Chapter 20 Taylor Expansion and Derivative Approximations Chapter 21 Calculus of Variation Chapter 22 Basic Classical mechanics Chapter 23 Differential Equations and Numerical Integration Chapter 24 Open Nonuniform B-Spline Theory Chapter 25 Software: Open Tissue Bibliography Index Author InformationHenrik Dohlmann is a Ph.D. student at the University of Copenhagen and is employed in an industrial collaboration between the Department of Computer Science and the School of Dentistry. Jon Sporring received his Master and Ph.D. from the Department of Computer Science,University of Copenhagen, where he is currently an associate professor. Kenny Erleben is currently a Ph.D. student at the University of Copenhagen.He has contributed to Graphics Programming Methods (CRM 2003). Knud Henriksen is an associate professor in the Computer Science Department at the University of Copenhagen,where he holds a Ph.D. in computer science. Tab Content 6Author Website:Countries AvailableAll regions |