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Physics Based Animation [Graphics Series]
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Located in: San Rafael, California, United States
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Seller assumes all responsibility for this listing.
eBay item number:167562990439
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
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
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
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