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Mathematical Basics of Motion and Deformation in Computer Graphics, Second Edition

Bag om Mathematical Basics of Motion and Deformation in Computer Graphics, Second Edition

This synthesis lecture presents an intuitive introduction to the mathematics of motion and deformation in computer graphics. Starting with familiar concepts in graphics, such as Euler angles, quaternions, and affine transformations, we illustrate that a mathematical theory behind these concepts enables us to develop the techniques for efficient/effective creation of computer animation. This book, therefore, serves as a good guidepost to mathematics (differential geometry and Lie theory) for students of geometric modeling and animation in computer graphics. Experienced developers and researchers will also benefit from this book, since it gives a comprehensive overview of mathematical approaches that are particularly useful in character modeling, deformation, and animation.

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  • Sprog:
  • Engelsk
  • ISBN:
  • 9783031014642
  • Indbinding:
  • Paperback
  • Sideantal:
  • 96
  • Udgivet:
  • 11. april 2017
  • Udgave:
  • 17002
  • Størrelse:
  • 191x6x235 mm.
  • Vægt:
  • 197 g.
  • 8-11 hverdage.
  • 11. december 2024
På lager
Forlænget returret til d. 31. januar 2025

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Beskrivelse af Mathematical Basics of Motion and Deformation in Computer Graphics, Second Edition

This synthesis lecture presents an intuitive introduction to the mathematics of motion and deformation in computer graphics. Starting with familiar concepts in graphics, such as Euler angles, quaternions, and affine transformations, we illustrate that a mathematical theory behind these concepts enables us to develop the techniques for efficient/effective creation of computer animation.
This book, therefore, serves as a good guidepost to mathematics (differential geometry and Lie theory) for students of geometric modeling and animation in computer graphics. Experienced developers and researchers will also benefit from this book, since it gives a comprehensive overview of mathematical approaches that are particularly useful in character modeling, deformation, and animation.

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