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    Computer Animation: Algorithms and Techniques

    Computer Animation by Hogue, Andrew; Parent, Rick;

    Algorithms and Techniques

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice EUR 77.95
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        30 447 Ft (28 997 Ft + 5% VAT)
      • Discount 20% (cc. 6 089 Ft off)
      • Discounted price 24 357 Ft (23 198 Ft + 5% VAT)
      • Discount is valid until: 30 June 2026

    30 447 Ft

    db

    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Long description:

    Computer Animation: Algorithms and Techniques, Fourth Edition surveys computer algorithms and programming techniques for specifying and generating motion for graphical objects, that is, computer animation. It is primarily concerned with three-dimensional (3D) computer animation. In this edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically oriented animation resource. As in previous editions, the book addresses practical issues, provides accessible techniques, and offers straightforward implementations.

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    Table of Contents:

    1. Introduction
    2. Technical Background
    3. Interpolating Values
    4. Three-Dimensional Shape Interpolation
    5. Forward Kinematics
    6. Motion Capture
    7. Physically Based Animation
    8. Fluids
    9. Modeling and Animating Human Figures
    10. Facial Animation
    11. Behavioral Animation
    12. Special Models for Animation
    13. The Future of Animation

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