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    Mathematics and Applications of Computer Graphics

    Mathematics and Applications of Computer Graphics by Mitani, Jun; Takayama, Kenshi; Dobashi, Yoshinori; Mukai, Tomohiko; Fujisawa, Makoto;

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      • Publisher's listprice EUR 69.54
      • 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.

        29 498 Ft (28 094 Ft + 5% VAT)
      • Discount 20% (cc. 5 900 Ft off)
      • Discounted price 23 599 Ft (22 475 Ft + 5% VAT)

    29 498 Ft

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    Product details:

    • Publisher Springer
    • Date of Publication 18 July 2025
    • Number of Volumes 1 pieces, Book

    • ISBN 9789819629329
    • Binding Hardback
    • No. of pages199 pages
    • Size 235x155 mm
    • Language English
    • Illustrations 87 Illustrations, black & white; 17 Illustrations, color
    • 700

    Categories

    Short description:

    This book equips readers with the fundamentals of 3DCG that support the advanced technologies. The content of this book is divided into four categories: modeling, rendering, character animation, and physical simulation, and each is explained in a separate chapter. In simpler terms, these four technologies can be described as creating shapes, creating images, creating motion, and reproducing the behavior of the natural world. The "Modeling" chapter describes the theory behind describing the shape of an object using surface meshes and then editing and manipulating them. The chapter "Rendering" focuses on the calculation of the luminance of an object's surface, and describes methods for calculating global illumination and generating fast images using precomputation to produce realistic images. Physical phenomena such as light scattering, which is necessary to improve realism, are also explained. The "Character Animation" chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Finally, the chapter on "Physical Simulation" describes methods to compute the behavior of complex natural phenomena, including not only hard objects but also flowing objects such as water and air. The four topics listed here are the fundamental elements that support 3DCG. The chapters were written by researchers who are active at the forefront of their respective fields. Each of the authors has a remarkable track record and can be said to have led the development of 3DCG technology in Japan with their wealth of experience and knowledge.



    To understand the mathematical content of this book, basic knowledge of analysis and linear algebra is required. This book is suitable for upper undergraduate and graduate students in computer science, engineering, and other fields in science, and is also useful for practitioners in game production and those who are interested in 3DCG.

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    Long description:

    This book equips readers with the fundamentals of 3DCG that support the advanced technologies. The content of this book is divided into four categories: modeling, rendering, character animation, and physical simulation, and each is explained in a separate chapter. In simpler terms, these four technologies can be described as creating shapes, creating images, creating motion, and reproducing the behavior of the natural world. The "Modeling" chapter describes the theory behind describing the shape of an object using surface meshes and then editing and manipulating them. The chapter "Rendering" focuses on the calculation of the luminance of an object's surface, and describes methods for calculating global illumination and generating fast images using precomputation to produce realistic images. Physical phenomena such as light scattering, which is necessary to improve realism, are also explained. The "Character Animation" chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Finally, the chapter on "Physical Simulation" describes methods to compute the behavior of complex natural phenomena, including not only hard objects but also flowing objects such as water and air. The four topics listed here are the fundamental elements that support 3DCG. The chapters were written by researchers who are active at the forefront of their respective fields. Each of the authors has a remarkable track record and can be said to have led the development of 3DCG technology in Japan with their wealth of experience and knowledge.



    To understand the mathematical content of this book, basic knowledge of analysis and linear algebra is required. This book is suitable for upper undergraduate and graduate students in computer science, engineering, and other fields in science, and is also useful for practitioners in game production and those who are interested in 3DCG.

    More

    Table of Contents:

    Shape processing by surface mesh.- Rendering.- Character Animation.- Physics Simulation.

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    Mathematics and Applications of Computer Graphics

    Mathematics and Applications of Computer Graphics

    Mitani, Jun; Takayama, Kenshi; Dobashi, Yoshinori; Mukai, Tomohiko; Fujisawa, Makoto;

    29 498 HUF

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