| 000 | 03108nam a22004095i 4500 | ||
|---|---|---|---|
| 999 |
_c383065 _d383065 _x1 |
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| 001 | 383065 | ||
| 003 | ES-MaUEC | ||
| 005 | 20230102122038.0 | ||
| 006 | a||||fo|||| 00| 0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 221029s2022 sz | s |||| 0|eng d | ||
| 020 | _a9783030813543 | ||
| 024 | 7 |
_a10.1007/978-3-030-81354-3 _2doi |
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| 040 |
_aES-MaUEC _bspa _cES-MaUEC _dES-MaUEC |
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| 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 |
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| 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 |
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| 300 |
_a1 recurso en línea (XII, 201 páginas) _b188 ilustraciones, 162 ilustraciones a color |
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| 336 |
_atexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
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| 347 |
_aarchivo de texto _bPDF |
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| 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 |
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| 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 |
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| 998 |
_b10/2022 _dz _eIG _zSI |
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