The booming computer games and animated movie industries continue to drive the graphics community's seemingly insatiable search for increased realism, believability, ad speed. To achieve the quality expected by audiences of today's games and movies, programmers need to understand and implement physics-based animation. To provide this understanding, this book is written to teach students and practitioners and theory behind the mathematical models and techniques required for physics-based animation. It does not teach the ...
Read More
The booming computer games and animated movie industries continue to drive the graphics community's seemingly insatiable search for increased realism, believability, ad speed. To achieve the quality expected by audiences of today's games and movies, programmers need to understand and implement physics-based animation. To provide this understanding, this book is written to teach students and practitioners and theory behind the mathematical models and techniques required for physics-based animation. It does not teach the basic principles of animation, but rather how to transform theoretical techniques into practical skills. It details how the mathematical models are derived from physical and mathematical principles, and explains how these mathematical models are solved in an efficient, robust, and stable manner with a computer. This impressive and comprehensive volume covers all the issues involved in physics-based animation, including collision detection, geometry, mechanics, differential equations, matrices, quaternions, and more. There is excellent coverage of collision detection algorithms and a detailed overview of a physics system. In addition, numerous examples are provided along with detailed pseudo code for most of the algorithms. This book is ideal for students of animation, researchers in the field, and professionals working in the games and movie industries. Topics Covered: * The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation * Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics * Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms
Read Less
Add this copy of Physics Based Animation to cart. $62.00, very good condition, Sold by Book Bear rated 5.0 out of 5 stars, ships from West Brookfield, MA, UNITED STATES, published 2005 by Charles River Media.
Choose your shipping method in Checkout. Costs may vary based on destination.
Seller's Description:
Very Good Plus in Printed Boards jacket. 8vo-over 7¾"-9¾" tall. pp. 817. 817 pp. Tightly bound. Corners not bumped. Text is free of markings. No ownership markings. Printed boards. Published without dust jacket.
Add this copy of Physics Based Animation (Graphics Series) to cart. $123.01, good condition, Sold by HPB-Red rated 5.0 out of 5 stars, ships from Dallas, TX, UNITED STATES, published 2005 by Charles River Media.
Choose your shipping method in Checkout. Costs may vary based on destination.
Seller's Description:
Good. Connecting readers with great books since 1972! Used textbooks may not include companion materials such as access codes, etc. May have some wear or writing/highlighting. We ship orders daily and Customer Service is our top priority!
Add this copy of Physics Based Animation (Graphics Series) to cart. $253.31, new condition, Sold by Just one more Chapter rated 5.0 out of 5 stars, ships from Miramar, FL, UNITED STATES, published 2005 by Charles River Media.
Add this copy of Physics Based Animation (Graphics Series) to cart. $124.54, good condition, Sold by BooksRun rated 4.0 out of 5 stars, ships from Philadelphia, PA, UNITED STATES, published 2005 by Charles River Media.
Add this copy of Physics Based Animation (Graphics Series) to cart. $186.59, good condition, Sold by Bonita rated 4.0 out of 5 stars, ships from Newport Coast, CA, UNITED STATES, published 2005 by Charles River Media.