Physics Based Animation (Graphics Series)

Physics Based Animation (Graphics Series)

Physics Based Animation (Graphics Series)

more information about Physics Based Animation (Graphics Series)

Editorial Reviews
Book Description
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

About the Author
Kenny Erleben is currently a Ph.D. student at the University of Copenhagen.He has contributed to Graphics Programming Methods (CRM 2003). Jon Sporring received his Master and Ph.D. from the Department of Computer Science,University of Copenhagen, where he is currently an associate professor. 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. Henrik 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.

Physics Based Animation (Graphics Series),Kenny Erleben,Jon Sporring,Knud Henriksen,Henrik Dohlmann,Charles River Media,1584503807,Computer Animation,Computer Bks - Desktop Publishing,Computer Books: General,Computer Graphics - Game Programming,Computer Graphics - General,Computers,Computers / Computer Graphics / General

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