This book covers advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering, among them skeletal animation, quaternions, mesh processing and collision detection.
This is the first book on the subject of Performance Capture. It details the overall system in steps which facilitate implementation, describing the whole process from data capture to rendering to the final result.
The second volume of this book guides the reader through the creation of realistic computer-generated backgrounds and characters. The subject breakdown and analysis techniques provided will improve an artist’s ability to make the most of his/her tools.
This book is an application-independent and reader-friendly primer for anyone with a serious desire to understand 3D Computer Graphics. Students wanting to learn more about computer graphics from an artistic viewpoint will find this book invaluable.
In its updated edition, this book covers techniques used in simulating crowds, particularly in video games and film. Covers path planning, and introduces the important concept of gaze attention – individuals seeming conscious of their environment and of others.
Data-Driven 3D Facial Animation systematically describes the important techniques developed over the last ten years or so. Comprehensive in scope, the book provides an up-to-date reference source for those working in the facial animation field.
This book provides a straightforward, easy-to-follow introduction to the basic techniques involved with using Renderman. Packed with illustrations and hands-on examples, it will serve as an excellent foundation, a good first step and overview of the program.
Despite the availability of cheap, fast, accurate and usable eye trackers, there is little information available on these systems. This second edition of Andrew Duchowski’s brilliant work contains additional material and fills this gap in the market with an accessible and comprehensive introduction.