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001 978-3-030-81354-3
003 DE-He213
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020 _a9783030813543
_9978-3-030-81354-3
024 7 _a10.1007/978-3-030-81354-3
_2doi
050 4 _aT385
072 7 _aUML
_2bicssc
072 7 _aCOM012000
_2bisacsh
072 7 _aUML
_2thema
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
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.
300 _aXII, 201 p. 188 illus., 162 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
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