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008 150903s2012 xxk| o |||| 0|eng d
020 _a9781447123408
_99781447123408
024 7 _a10.1007/9781447123408
_2doi
035 _avtls000339561
039 9 _a201509030839
_bVLOAD
_c201404300402
_dVLOAD
_y201402060938
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aT385
100 1 _aMukundan, Ramakrishnan.
_eautor
_9316808
245 1 0 _aAdvanced Methods in Computer Graphics :
_bWith examples in OpenGL /
_cby Ramakrishnan Mukundan.
264 1 _aLondon :
_bSpringer London :
_bImprint: Springer,
_c2012.
300 _axiii, 312 páginas 238 ilustraciones
_brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
500 _aSpringer eBooks
505 0 _aIntroduction -- 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.
520 _aAdvanced Methods in Computer Graphics provides an in-depth analysis  of a selection of topics that are important in the areas of character animation and game development.  The discussion of a wide range of algorithms and their implementation aspects presented in the book will serve as a useful reference for researchers and practitioners in computer graphics.  Students will find the book to be a valuable resource in their study of advanced graphics concepts.  The key topics covered in the book are  hierarchical modelling and transformations using scene graphs, skeletal animation, forward and inverse kinematics solutions,  quaternion based rotation interpolation, mesh processing and collision detection algorithms. The book also gives a thorough overview of splines, interpolation curves, and surface design methods. Features: Comprehensive coverage of a large collection of methods used in animation and game programming. Detailed description of the theoretical aspects of algorithms, complemented by examples, figures and pseudo-codes. Each chapter accompanied by a set of demonstration programs that clearly show the implementation and working of key algorithms. The C++ source code of all the examples, demos and classes for each chapter can be downloaded from the publisher's website, http://extras.springer.com/978-1-4471-2339-2. Ramakrishnan Mukundan is an associate professor in the Department of Computer Science and Software Engineering at the University of Canterbury, Christchurch, New Zealand. He has been teaching computer graphics courses at both undergraduate and graduate levels for the past twelve years.  
590 _aPara consulta fuera de la UANL se requiere clave de acceso remoto.
710 2 _aSpringerLink (Servicio en línea)
_9299170
776 0 8 _iEdición impresa:
_z9781447123392
856 4 0 _uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-4471-2340-8
_zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL)
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