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Mathematical basics of motion and deformation in computer graphics
[NT 42944] Record Type:
[NT 1579] Language materials, printed : [NT 40817] monographic
[NT 47261] Author:
AnjyoKen,
[NT 47353] Alternative Intellectual Responsibility:
OchiaiHiroyuki, 1965-
[NT 47351] Place of Publication:
San Rafael
[NT 47263] Published:
Morgan & Claypool;
[NT 47352] Year of Publication:
2014
[NT 47264] Description:
xii, 71 p.ill. : 24 cm.;
[NT 47298] Series:
Synthesis lectures in computer graphics and animation
[NT 47266] Subject:
Computer graphics - Mathematics -
[NT 47266] Subject:
Computer animation - Mathematics -
[NT 51398] Summary:
This synthesis lecture presents an intuitive introduction to the mathematics of motion and deformation in computer graphics. Starting with familiar concepts in graphics, such as Euler angles, quaternions, and affine transformations, we illustrate that a mathematical theory behind these concepts enables us to develop the techniques for efficient/effective creation of computer animation. This book, therefore, serves as a good guidepost to mathematics (differential geometry and Lie theory) for students of geometric modeling and animation in computer graphics. Experienced developers and researchers will also benefit from this book, since it gives a comprehensive overview of mathematical approaches that are particularly useful in character modeling, deformation, and animation
[NT 50961] ISBN:
978-1-62705-444-7pbk.
Mathematical basics of motion and deformation in computer graphics
Anjyo, Ken
Mathematical basics of motion and deformation in computer graphics
/ Ken Anjyo, Hiroyuki Ochiai - San Rafael : Morgan & Claypool, 2014. - xii, 71 p. ; ill. ; 24 cm.. - (Synthesis lectures in computer graphics and animation).
Includes bibliographical references (p. 65-69).
ISBN 978-1-62705-444-7
Computer graphicsComputer animation -- Mathematics -- Mathematics
Ochiai, Hiroyuki
Mathematical basics of motion and deformation in computer graphics
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This synthesis lecture presents an intuitive introduction to the mathematics of motion and deformation in computer graphics. Starting with familiar concepts in graphics, such as Euler angles, quaternions, and affine transformations, we illustrate that a mathematical theory behind these concepts enables us to develop the techniques for efficient/effective creation of computer animation. This book, therefore, serves as a good guidepost to mathematics (differential geometry and Lie theory) for students of geometric modeling and animation in computer graphics. Experienced developers and researchers will also benefit from this book, since it gives a comprehensive overview of mathematical approaches that are particularly useful in character modeling, deformation, and animation
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