Physics Based Animation (書側有斑點不影響閱讀)

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

電腦遊戲和動畫電影行業的蓬勃發展不斷推動著圖形界面社群對增加真實感、可信度和速度的渴望。為了達到當今遊戲和電影觀眾所期望的品質,程式設計師需要了解並實現基於物理的動畫。為了提供這種理解,本書旨在教授學生和從業人員所需的數學模型和技術背後的理論,以實現基於物理的動畫。本書不教授動畫的基本原則,而是教授如何將理論技術轉化為實踐技能。它詳細介紹了數學模型是如何從物理和數學原理中推導出來的,並解釋了這些數學模型如何以高效、穩定的方式在計算機上求解。

這本令人印象深刻且全面的書籍涵蓋了與基於物理的動畫相關的所有問題,包括碰撞檢測、幾何學、力學、微分方程、矩陣、四元數等。書中詳細介紹了碰撞檢測算法,並對物理系統進行了詳細的概述。此外,還提供了許多示例,並為大多數算法提供了詳細的偽代碼。

本書非常適合動畫學生、該領域的研究人員以及從事遊戲和電影行業的專業人士。