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.
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.
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 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.
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.