Advanced methods in computer graphics: with examples in OpenGL
Mukundan, Ramakrishnan
This book brings together several advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation andreal-time rendering. The book is designed for final-year undergraduate or first-year graduate students, who are already familiar with the basic concepts incomputer 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 fundamentalto the development of algorithms used in commercial applications as well as research. Introduces a wide range of methods in advanced graphics that prepares students for research projects. Emphasizes the conceptual framework and application oriented details so that the reader understands why, where and how each method is used. Provides code examples using OpenGL that not only help understand the implementation aspects but also motivate the reader to try new applications. INDICE: Introduction. 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.
- ISBN: 978-1-4471-2339-2
- Editorial: Springer London
- Encuadernacion: Cartoné
- Páginas: 356
- Fecha Publicación: 31/03/2012
- Nº Volúmenes: 1
- Idioma: Inglés