Physics Based Animation [Graphics Series]

US $124.99
ApproximatelyRM 513.98
Condition:
Brand New
Breathe easy. Returns accepted.
Shipping:
US $3.99 (approx RM 16.41) USPS Media MailTM.
Located in: San Rafael, California, United States
Delivery:
Estimated between Tue, 9 Dec and Thu, 11 Dec to 94104
Delivery time is estimated using our proprietary method which is based on the buyer's proximity to the item location, the shipping service selected, the seller's shipping history, and other factors. Delivery times may vary, especially during peak periods.
Returns:
30 days return. Buyer pays for return shipping. If you use an eBay shipping label, it will be deducted from your refund amount.
Coverage:
Read item description or contact seller for details. See all detailsSee all details on coverage
(Not eligible for eBay purchase protection programmes)
Seller assumes all responsibility for this listing.
eBay item number:167562990439
Last updated on Dec 06, 2025 19:10:05 MYTView all revisionsView all revisions

Item specifics

Condition
Brand New: A new, unread, unused book in perfect condition with no missing or damaged pages. See all condition definitionsopens in a new window or tab
ISBN
9781584503804
Category

About this product

Product Identifiers

Publisher
Charles River Apparel Media
ISBN-10
1584503807
ISBN-13
9781584503804
eBay Product ID (ePID)
44672853

Product Key Features

Number of Pages
842 Pages
Publication Name
Physics-Based Animation
Language
English
Publication Year
2005
Subject
Computer Graphics, Physics / General
Type
Textbook
Subject Area
Computers, Science
Author
Jon Sporring, Kenny Erleben, Knud Henriksen, Henrik Dohlmann
Format
Hardcover

Dimensions

Item Height
1.8 in
Item Weight
54.5 Oz
Item Length
9.3 in
Item Width
7.4 in

Additional Product Features

Intended Audience
Scholarly & Professional
LCCN
2005-017654
Dewey Edition
22
Reviews
PrefaceChapter 1 IntroductionPART I THE KINEMATICSChapter 2 Articulated FiguresChapter 3 Forward and Inverse KinematicsChapter 4 Motion InterpolationPART II MULTIBODY ANIMATIONChapter 5 Penalty-Based Multibody AnimationChapter 6 Impulse-Based Multibody AnimationChapter 7 Constraint-Based Multibody AnimationPART III THE DYNAMICS OF DEFORMABLE OBJECTSChapter 8 Particle SystemsChapter 9 Continuum Models with Finite DifferencesChapter 10 The Finite Element MethodChapter 11 Computational Fluid DynamicsPART IV COLLISION DETECTIONChapter 12 Broad-Phase Collision DetectionChapter 13 Introduction to Narrow-Phase Collision DetectionChapter 14 Contact DeterminationChapter 15 Bounding Volume HierarchiesChapter 16 Feature-Based AlgorithmsChapter 17 Volume-Based AlgorithmsPART V MATHEMATICS AND PHYSICS FOR ANIMATIONChapter 18 Vectors, Matrices, and QuaternionsChapter 19 Solving Linear Systems of EquationsChapter 20 Taylor Expansion and Derivative ApproximationsChapter 21 Calculus of VariationChapter 22 Basic Classical mechanicsChapter 23 Differential Equations and Numerical IntegrationChapter 24 Open Nonuniform B-Spline TheoryChapter 25 Software: Open TissueBibliographyIndex
Illustrated
Yes
Dewey Decimal
006.6/96
Table Of Content
Preface Chapter 1 Introduction Part I The Kinematics Chapter 2 Articulated Figures Chapter 3 Forward and Inverse Kinematics Chapter 4 Motion Interpolation Part II Multibody Animation Chapter 5 Penalty-Based Multibody Animation Chapter 6 Impulse-Based Multibody Animation Chapter 7 Constraint-Based Multibody Animation Part III The Dynamics of Deformable Objects Chapter 8 Particle Systems Chapter 9 Continuum Models with Finite Differences Chapter 10 The Finite Element Method Chapter 11 Computational Fluid Dynamics Part IV Collision Detection Chapter 12 Broad-Phase Collision Detection Chapter 13 Introduction to Narrow-Phase Collision Detection Chapter 14 Contact Determination Chapter 15 Bounding Volume Hierarchies Chapter 16 Feature-Based Algorithms Chapter 17 Volume-Based Algorithms Part V Mathematics and Physics for Animation Chapter 18 Vectors, Matrices, and Quaternions Chapter 19 Solving Linear Systems of Equations Chapter 20 Taylor Expansion and Derivative Approximations Chapter 21 Calculus of Variation Chapter 22 Basic Classical mechanics Chapter 23 Differential Equations and Numerical Integration Chapter 24 Open Nonuniform B-Spline Theory Chapter 25 Software: Open Tissue Bibliography Index
Synopsis
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. Topics Covered: * The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation * Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics * Collision Detection: Broad and Narrow Phase Collision Detection, ContactDetermination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms, This book is written to teach students and practitioners the theory behind the mathematical models and techniques required for physics-based animation. It does not teach the basic principles of animation, but rather demonstrates 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.Topics Covered:* The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation* Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics* Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms, This book is written to teach students and practitioners the theory behind the mathematical models and techniques required for physics-based animation. It does not teach the basic principles of animation, but rather demonstrates 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. Topics Covered: * The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation * Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics * Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms, 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. Topics Covered: * The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation * Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics * Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms
LC Classification Number
TR897.7.P525 2005

Item description from the seller

About this seller

The Book Forest

99.8% positive feedback7.4K items sold

Joined Feb 2007
Welcome to The Book Forest! Please feel free to hike through our large selection of books, CD's, DVD's, VHS and audio books.We now offer tons of other goodies in our Garage Sale link.

Detailed Seller Ratings

Average for the last 12 months
Accurate description
4.9
Reasonable shipping cost
5.0
Shipping speed
5.0
Communication
5.0

Seller feedback (2,961)

All ratingsselected
Positive
Neutral
Negative
  • 2***o (215)- Feedback left by buyer.
    Past year
    Verified purchase
    As described in perfect condition no damage to whole lot handled with care very good price package with bubble wrap appearance fantastic very brand new quality fantastic fantastic definently recommend ships rite away no waiting AAA+++ definently coming back thank you seller
  • i***l (199)- Feedback left by buyer.
    Past 6 months
    Verified purchase
    My books arrived quickly and were well-packaged. Books were in excellent condition as described. Would definitely purchase from this seller again.
  • r***- (31)- Feedback left by buyer.
    Past 6 months
    Verified purchase
    Nice book as described, reasonable price, strong package, fast delivery. Highly recommended!