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  1. Handbook of Computer Animation
    Beteiligt: Vince, John (Hrsg.)
    Erschienen: 2003
    Verlag:  Springer London, London

    One of the challenges facing professionals working in computer animation is keeping abreast of the latest developments and future trends - some of which are determined by industry where the state-of-the-art is continuously being re-defined by the... mehr

    Universität der Bundeswehr München, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    One of the challenges facing professionals working in computer animation is keeping abreast of the latest developments and future trends - some of which are determined by industry where the state-of-the-art is continuously being re-defined by the latest computer-generated film special effects, while others arise from research projects whose results are quickly taken on board by programmers and animators working in industry. This handbook will be an invaluable toolkit for programmers, technical directors and professionals working in computer animation. A wide range of topics are covered including: * Computer games * Evolutionary algorithms * Shooting and live action * Digital effects * Cubic curves and surfaces * Subdivision surfaces * Rendering and shading Written by a team of experienced practitioners, each chapter provides a clear and precise overview of each area, reflecting the dynamic and fast-moving field of computer animation. This is a complete and up-to-date reference book on the state-of-the-art techniques used in computer animation

     

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    Volltext (URL des Eerstveröffentlichers)
    Quelle: Verbundkataloge
    Beteiligt: Vince, John (Hrsg.)
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781447100911
    Weitere Identifier:
    RVK Klassifikation: ST 300 ; ST 320
    Auflage/Ausgabe: 1st ed. 2003
    Schriftenreihe: Springer Professional Computing
    Schlagworte: Computer Graphics; Image Processing and Computer Vision; Mathematics of Computing; Computer graphics; Optical data processing; Computer science—Mathematics; Realistische Computergrafik; Dreidimensionale Computergrafik; Computerspiel; Spezialeffekt; Evolutionärer Algorithmus; Computeranimation; Fläche; Kurve
    Umfang: 1 Online-Ressource (XIII, 244 p)