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020 _a9783030813543
024 7 _a10.1007/978-3-030-81354-3
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aT385
_b2022 EB
100 1 _aMukundan, Ramakrishnan
_eautor
_0(orcid)0000-0003-4578-1931
_1https://orcid.org/0000-0003-4578-1931
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_9685068
245 1 0 _a3D Mesh Processing and Character Animation :
_bwith Examples Using OpenGL, OpenMesh and Assimp
_cby Ramakrishnan Mukundan
250 _aFirst edition 2022
264 1 _aCham
_bSpringer International Publising
_c2022
300 _a1 recurso en línea (XII, 201 páginas)
_b188 ilustraciones, 162 ilustraciones a color
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
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.
988 _aSpringer_Computer_2022
650 7 _2embne
_9141143
_aGráficos de ordenador
776 0 8 _iPrinted edition:
_z9783030813536
776 0 8 _iPrinted edition:
_z9783030813550
776 0 8 _iPrinted edition:
_z9783030813567
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-030-81354-3
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b10/2022
_dz
_eIG
_zSI