Physics Based Animation (書側有斑點不影響閱讀)
暫譯: 基於物理的動畫

Kenny Erleben, Jon Sporring, Knud Henriksen, Henrik Dohlmann

  • 出版商: Charles River Media
  • 出版日期: 2005-08-09
  • 定價: $2,450
  • 售價: 8.0$1,960
  • 語言: 英文
  • 頁數: 830
  • 裝訂: Hardcover
  • ISBN: 1584503807
  • ISBN-13: 9781584503804
  • 相關分類: 物理學 Physics
  • 立即出貨(限量) (庫存=3)

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商品描述

Description

The booming computer games and animated movie industries continue to drive the graphics community's seemingly insatiable search for increased realism, believability, ad speed. To achieve the quality expected by audiences of today's games and movies, programmers need to understand and implement physics-based animation. To provide this understanding, this book is written to teach students and practitioners and theory behind the mathematical models and techniques required for physics-based animation. It does not teach the basic principles of animation, but rather how to transform theoretical techniques into practical skills. It details how the mathematical models are derived from physical and mathematical principles, and explains how these mathematical models are solved in an efficient, robust, and stable manner with a computer.

This impressive and comprehensive volume covers all the issues involved in physics-based animation, including collision detection, geometry, mechanics, differential equations, matrices, quaternions, and more. There is excellent coverage of collision detection algorithms and a detailed overview of a physics system. In addition, numerous examples are provided along with detailed pseudo code for most of the algorithms.

This book is ideal for students of animation, researchers in the field, and professionals working in the games and movie industries.

商品描述(中文翻譯)

描述

隨著電腦遊戲和動畫電影產業的蓬勃發展,圖形社群似乎對於提高真實感、可信度和速度的需求無止境。為了達到當今遊戲和電影觀眾所期望的品質,程式設計師需要理解並實現基於物理的動畫。為了提供這種理解,本書旨在教導學生和從業者有關基於物理的動畫所需的數學模型和技術背後的理論。它並不教授動畫的基本原則,而是如何將理論技術轉化為實用技能。書中詳細說明了數學模型是如何從物理和數學原則推導出來的,並解釋了如何以高效、穩健和穩定的方式在電腦上解決這些數學模型。

這本令人印象深刻且全面的著作涵蓋了基於物理的動畫所涉及的所有問題,包括碰撞檢測、幾何學、力學、微分方程、矩陣、四元數等。書中對碰撞檢測演算法有出色的介紹,並詳細概述了一個物理系統。此外,還提供了大量範例以及大多數演算法的詳細偽代碼。

本書非常適合動畫學生、該領域的研究人員以及在遊戲和電影產業工作的專業人士。