Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL
暫譯: 實作 C++ 遊戲動畫程式設計:從理論到實作學習現代動畫技術,使用 C++ 和 OpenGL

Szauer, Gabor

買這商品的人也買了...

相關主題

商品描述

Key Features

  • Build a functional and production-ready modern animation system with complete features using C++
  • Learn basic, advanced, and skinned animation programming with this step-by-step guide
  • Discover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternions

Book Description

Animation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning.

This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You'll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You'll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well.

By the end of this book, you'll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.

What you will learn

  • Get the hang of 3D vectors, matrices, and transforms, and their use in game development
  • Discover various techniques to smoothly blend animations
  • Get to grips with GLTF file format and its design decisions and data structures
  • Design an animation system by using animation tracks and implementing skinning
  • Optimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettes
  • Implement the IK technique for your game characters using CCD and FABRIK solvers
  • Understand dual quaternion skinning and how to render large instanced crowds

Who this book is for

This book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.

商品描述(中文翻譯)

#### 主要特點

- 使用 C++ 建立一個功能完整且可投入生產的現代動畫系統
- 通過這本逐步指南學習基本、高級和皮膚動畫編程
- 探索實現尖端動畫技術所需的數學,例如反向運動學(inverse kinematics)和雙四元數(dual quaternions)

#### 書籍描述

動畫是任何遊戲中最重要的部分之一。現代動畫系統直接與基於軌道的動畫協作,並提供對於先進技術的支持,例如反向運動學(IK)、混合樹(blend trees)和雙四元數皮膚(dual quaternion skinning)。

這本書將引導您完成建立一個優化且可投入生產的動畫系統所需的所有內容,並包含構建動畫系統所需的所有代碼。您將從學習基本原則開始,然後通過構建基於曲線的皮膚動畫系統深入探討動畫編程的核心主題。您將實現不同的皮膚技術,並探索先進的動畫主題,例如 IK、動畫混合、雙四元數皮膚和人群渲染。您將根據本書構建的動畫系統可以輕鬆整合到您的下一個遊戲開發項目中。這本書旨在從頭到尾閱讀,儘管每一章都是獨立的,也可以單獨閱讀。

在本書結束時,您將實現一個現代動畫系統,並掌握優化概念和先進的動畫技術。

#### 您將學到什麼

- 熟悉 3D 向量、矩陣和變換,以及它們在遊戲開發中的應用
- 探索各種技術以平滑地混合動畫
- 理解 GLTF 文件格式及其設計決策和數據結構
- 通過使用動畫軌道和實現皮膚設計動畫系統
- 優化動畫系統的各個方面,例如皮膚網格、剪輯取樣和姿勢調色板
- 使用 CCD 和 FABRIK 解算器為您的遊戲角色實現 IK 技術
- 理解雙四元數皮膚及如何渲染大型實例化人群

#### 本書適合誰

這本書適合專業、獨立和業餘開發者,對從零開始構建一個穩健的動畫系統感興趣。對 C++ 編程語言有一些了解將會有所幫助。

作者簡介

Gabor Szauer has been making games since 2010. He graduated from Full Sail University in 2010 with a bachelor's degree in game development. Gabor maintains an active Twitter presence, @gszauer, and maintains a programming-oriented game development blog. Gabor's previously published books are Game Physics Programming Cookbook and Lua Quick Start Guide, both published by Packt.

作者簡介(中文翻譯)

加博·索瓦爾自2010年以來一直在製作遊戲。他於2010年畢業於全帆大學,獲得遊戲開發學士學位。加博在Twitter上保持活躍,帳號為@gszauer,並經營一個以程式設計為導向的遊戲開發部落格。加博之前出版的書籍包括《遊戲物理程式設計食譜》和《Lua快速入門指南》,均由Packt出版。

目錄大綱

  1. Creating a Game Window
  2. Implementing Vectors
  3. Implementing Matrices
  4. Implementing Quaternions
  5. Implementing Transforms
  6. Building an Abstract Renderer
  7. Exploring the glTF File Format
  8. Creating Curves, Frames, and Tracks
  9. Implementing Animation Clips
  10. Mesh Skinning
  11. Optimizing the Animation Pipeline
  12. Blending between Animations
  13. Implementing Inverse Kinematics
  14. Using Dual Quaternions for Skinning
  15. Rendering Instanced Crowds

目錄大綱(中文翻譯)


  1. Creating a Game Window

  2. Implementing Vectors

  3. Implementing Matrices

  4. Implementing Quaternions

  5. Implementing Transforms

  6. Building an Abstract Renderer

  7. Exploring the glTF File Format

  8. Creating Curves, Frames, and Tracks

  9. Implementing Animation Clips

  10. Mesh Skinning

  11. Optimizing the Animation Pipeline

  12. Blending between Animations

  13. Implementing Inverse Kinematics

  14. Using Dual Quaternions for Skinning

  15. Rendering Instanced Crowds