Boek
Since 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.
Features:Great coverage of collision detection algorithmsGood overview of parts of a physics system Numerous examples with detailed pseudo code for most algorithmsCompanion Web site includes additional content, pseudo code from the book, and exercises for appropriate chapters «
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