000 | 03184nam a22004935i 4500 | ||
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001 | 978-3-030-81354-3 | ||
003 | DE-He213 | ||
005 | 20240423125449.0 | ||
007 | cr nn 008mamaa | ||
008 | 220314s2022 sz | s |||| 0|eng d | ||
020 |
_a9783030813543 _9978-3-030-81354-3 |
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024 | 7 |
_a10.1007/978-3-030-81354-3 _2doi |
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050 | 4 | _aT385 | |
072 | 7 |
_aUML _2bicssc |
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072 | 7 |
_aCOM012000 _2bisacsh |
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072 | 7 |
_aUML _2thema |
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082 | 0 | 4 |
_a006.6 _223 |
100 | 1 |
_aMukundan, Ramakrishnan. _eauthor. _0(orcid)0000-0003-4578-1931 _1https://orcid.org/0000-0003-4578-1931 _4aut _4http://id.loc.gov/vocabulary/relators/aut |
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245 | 1 | 0 |
_a3D Mesh Processing and Character Animation _h[electronic resource] : _bWith Examples Using OpenGL, OpenMesh and Assimp / _cby Ramakrishnan Mukundan. |
250 | _a1st ed. 2022. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2022. |
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300 |
_aXII, 201 p. 188 illus., 162 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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505 | 0 | _a1 Introduction -- 2 Mesh Processing Basic -- 3 Mesh Processing Algorithms -- 4 The Geometry Shader -- 5 Mesh Tessellation -- 6 Quaternions -- 7 Character Animation -- 8 Kinematics. . | |
520 | _a3D Mesh Processing and Character Animation focusses specifically on topics that are important in three-dimensional modelling, surface design and real-time character animation. It provides an in-depth coverage of data structures and popular methods used in geometry processing, keyframe and inverse kinematics animations and shader based processing of mesh objects. It also introduces two powerful and versatile libraries, OpenMesh and Assimp, and demonstrates their usefulness through implementations of a wide range of algorithms in mesh processing and character animation respectively. This Textbook is written for students at an advanced undergraduate or postgraduate level who are interested in the study and development of graphics algorithms for three-dimensional mesh modeling and analysis, and animations of rigged character models. The key topics covered in the book are mesh data structures for processing adjacency queries, simplification and subdivision algorithms, mesh parameterization methods, 3D mesh morphing, skeletal animation, motion capture data, scene graphs, quaternions, inverse kinematics algorithms, OpenGL-4 tessellation and geometry shaders, geometry processing and terrain rendering. | ||
650 | 0 | _aComputer graphics. | |
650 | 0 | _aComputer simulation. | |
650 | 1 | 4 | _aComputer Graphics. |
650 | 2 | 4 | _aComputer Modelling. |
710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783030813536 |
776 | 0 | 8 |
_iPrinted edition: _z9783030813550 |
776 | 0 | 8 |
_iPrinted edition: _z9783030813567 |
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-030-81354-3 |
912 | _aZDB-2-SCS | ||
912 | _aZDB-2-SXCS | ||
942 | _cSPRINGER | ||
999 |
_c178219 _d178219 |