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  • Textbook
  • © 2012

Advanced Methods in Computer Graphics

With examples in OpenGL

Authors:

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  • Introduces a wide range of methods in advanced graphics that prepares students for research projects

  • Emphasizes the conceptual framework and application oriented details so that the reader understands why, where and how each method is used

  • Provides code examples using OpenGL that not only help understand the implementation aspects but also motivate the reader to try new applications

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eBook
USD 44.99
Price excludes VAT (USA)
  • ISBN: 978-1-4471-2340-8
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD 59.99
Price excludes VAT (USA)
Hardcover Book
USD 89.99
Price excludes VAT (USA)

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Table of contents (9 chapters)

  1. Front Matter

    Pages i-xiii
  2. Introduction

    • Ramakrishnan Mukundan
    Pages 1-4
  3. Mathematical Preliminaries

    • Ramakrishnan Mukundan
    Pages 5-30
  4. Scene Graphs

    • Ramakrishnan Mukundan
    Pages 31-52
  5. Skeletal Animation

    • Ramakrishnan Mukundan
    Pages 53-76
  6. Quaternions

    • Ramakrishnan Mukundan
    Pages 77-112
  7. Kinematics

    • Ramakrishnan Mukundan
    Pages 113-137
  8. Curves and Surfaces

    • Ramakrishnan Mukundan
    Pages 139-177
  9. Mesh Processing

    • Ramakrishnan Mukundan
    Pages 179-229
  10. Collision Detection

    • Ramakrishnan Mukundan
    Pages 231-276
  11. Back Matter

    Pages 277-312

About this book

Advanced Methods in Computer Graphics provides an in-depth analysis  of a selection of topics that are important in the areas of character animation and game development.  The discussion of a wide range of algorithms and their implementation aspects presented in the book will serve as a useful reference for researchers and practitioners in computer graphics.  Students will find the book to be a valuable resource in their study of advanced graphics concepts. 

The key topics covered in the book are  hierarchical modelling and transformations using scene graphs, skeletal animation, forward and inverse kinematics solutions,  quaternion based rotation interpolation, mesh processing and collision detection algorithms. The book also gives a thorough overview of splines, interpolation curves, and surface design methods.

Features:

  • Comprehensive coverage of a large collection of methods used in animation and game programming.
  • Detailed description of the theoretical aspects of algorithms, complemented by examples, figures and pseudo-codes.
  • Each chapter accompanied by a set of demonstration programs that clearly show the implementation and working of key algorithms.
  • The C++ source code of all the examples, demos and classes for each chapter can be downloaded from the publisher's website, http://extras.springer.com/978-1-4471-2339-2.

Ramakrishnan Mukundan is an associate professor in the Department of Computer Science and Software Engineering at the University of Canterbury, Christchurch, New Zealand. He has been teaching computer graphics courses at both undergraduate and graduate levels for the past twelve years.  

Keywords

  • Character animation
  • Computer Graphics
  • Game programming
  • Graphics modelling and animation
  • Real-time rendering

Reviews

From the reviews:

“This book provides an in-depth analysis of a selection of topics that are important in the areas of character animation and game development. … book aims to provide a comprehensive treatment of theoretical concepts and associated methods related to the following areas: articulated character animation, curve and surface design, mesh processing and collision detection. … The book is presented in an accessible fashion full of images and examples. … The topics discussed in this book are commonly covered in graduate or advanced undergraduate graphics courses.” (Agnieszka Lisowska, Zentralblatt MATH, Vol. 1243, 2012)

Authors and Affiliations

  • Department of Computer Science and Softw, University of Canterbury, Christchurch, New Zealand

    Ramakrishnan Mukundan

Bibliographic Information

  • Book Title: Advanced Methods in Computer Graphics

  • Book Subtitle: With examples in OpenGL

  • Authors: Ramakrishnan Mukundan

  • DOI: https://doi.org/10.1007/978-1-4471-2340-8

  • Publisher: Springer London

  • eBook Packages: Computer Science, Computer Science (R0)

  • Copyright Information: Springer-Verlag London Limited 2012

  • Hardcover ISBN: 978-1-4471-2339-2

  • Softcover ISBN: 978-1-4471-6070-0

  • eBook ISBN: 978-1-4471-2340-8

  • Edition Number: 1

  • Number of Pages: XIV, 314

  • Topics: Computer Graphics

Buying options

eBook
USD 44.99
Price excludes VAT (USA)
  • ISBN: 978-1-4471-2340-8
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD 59.99
Price excludes VAT (USA)
Hardcover Book
USD 89.99
Price excludes VAT (USA)