This book constitutes the thoroughly refereed post-conference proceedings of the 16th Japanese Conference on Discrete and computational Geometry and Graphs, JDCDGG 2013, held in Tokyo, Japan, in Septe ...
Through practicing numeric examples, this book helps readers understand the ideas, concepts and algorithms of computer graphics required to create digital media. It includes more than 300 solved examples and more than 200 unsolved problems.
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.
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.