001445171 000__ 03076cam\a2200469Ia\4500 001445171 001__ 1445171 001445171 003__ OCoLC 001445171 005__ 20230310003816.0 001445171 006__ m\\\\\o\\d\\\\\\\\ 001445171 007__ cr\un\nnnunnun 001445171 008__ 220317s2022\\\\sz\\\\\\ob\\\\001\0\eng\d 001445171 019__ $$a1304247767$$a1304341237$$a1304402600$$a1305842976 001445171 020__ $$a9783030813543$$q(electronic bk.) 001445171 020__ $$a3030813541$$q(electronic bk.) 001445171 020__ $$z3030813533 001445171 020__ $$z9783030813536 001445171 0247_ $$a10.1007/978-3-030-81354-3$$2doi 001445171 035__ $$aSP(OCoLC)1303889239 001445171 040__ $$aYDX$$beng$$cYDX$$dEBLCP$$dGW5XE$$dOCLCO$$dOCLCF$$dSFB$$dOCLCA$$dUKAHL$$dOCLCQ 001445171 049__ $$aISEA 001445171 050_4 $$aT385 001445171 08204 $$a006.6/93$$223 001445171 1001_ $$aMukundan, Ramakrishnan. 001445171 24510 $$a3D mesh processing and character animation :$$bwith examples using OpenGL, OpenMesh and Assimp /$$cRamakrishnan Mukundan. 001445171 260__ $$aCham, Switzerland :$$bSpringer,$$c2022. 001445171 300__ $$a1 online resource 001445171 504__ $$aIncludes bibliographical references and index. 001445171 5050_ $$a1 Introduction -- 2 Mesh Processing Basic -- 3 Mesh Processing Algorithms -- 4 The Geometry Shader -- 5 Mesh Tessellation -- 6 Quaternions -- 7 Character Animation -- 8 Kinematics. . 001445171 506__ $$aAccess limited to authorized users. 001445171 520__ $$a3D Mesh Processing and Character Animation focusses specifically on topics that are important in three-dimensional modelling, surface design and real-time character animation. It provides an in-depth coverage of data structures and popular methods used in geometry processing, keyframe and inverse kinematics animations and shader based processing of mesh objects. It also introduces two powerful and versatile libraries, OpenMesh and Assimp, and demonstrates their usefulness through implementations of a wide range of algorithms in mesh processing and character animation respectively. This Textbook is written for students at an advanced undergraduate or postgraduate level who are interested in the study and development of graphics algorithms for three-dimensional mesh modeling and analysis, and animations of rigged character models. The key topics covered in the book are mesh data structures for processing adjacency queries, simplification and subdivision algorithms, mesh parameterization methods, 3D mesh morphing, skeletal animation, motion capture data, scene graphs, quaternions, inverse kinematics algorithms, OpenGL-4 tessellation and geometry shaders, geometry processing and terrain rendering. 001445171 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed March 31, 2022). 001445171 650_0 $$aThree-dimensional modeling. 001445171 650_6 $$aModélisation tridimensionnelle. 001445171 655_7 $$aLlibres electrònics.$$2thub 001445171 655_0 $$aElectronic books. 001445171 77608 $$iPrint version: $$z3030813533$$z9783030813536$$w(OCoLC)1257403112 001445171 852__ $$bebk 001445171 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-3-030-81354-3$$zOnline Access$$91397441.1 001445171 909CO $$ooai:library.usi.edu:1445171$$pGLOBAL_SET 001445171 980__ $$aBIB 001445171 980__ $$aEBOOK 001445171 982__ $$aEbook 001445171 983__ $$aOnline 001445171 994__ $$a92$$bISE