000 | 03410nam a22003615i 4500 | ||
---|---|---|---|
001 | 287567 | ||
003 | MX-SnUAN | ||
005 | 20160429154552.0 | ||
007 | cr nn 008mamaa | ||
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) |
942 | _c14 | ||
999 |
_c287567 _d287567 |