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Physics Based Animation
The booming computer games and animated movie industries continue to drive the graphics community's seemingly insatiable search for increased realism, believability, ad speed. To achieve the quality expected by audiences of today's games and movies, programmers need to understand and implement physics-based animation. To provide this understanding,
this book is written to teach students and practitioners and theory behind the mathematical models and techniques required for physics-based animation. It does not teach the basic principles of animation, but rather how to transform theoretical techniques into practical skills. It details how the mathematical models are derived from physical and mathematical principles, and explains how these mathematical models are solved in an efficient, robust, and stable manner with a computer.This impressive and comprehensive volume covers all the issues involved in physics-based animation, including collision detection, geometry, mechanics, differential equations, matrices, quaternions, and more. There is excellent coverage of collision detection algorithms and a detailed overview of a physics system. In addition, numerous examples are provided along with detailed pseudo code for most of the algorithms.This book is ideal for students of animation, researchers in the field, and professionals working in the games and movie industries.Topics Covered:* The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation* Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics* Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms
CONTENTS:
Part I: The Kinematics; Chapter 1: Introduction to Physics-Based Animation; Chapter 2: Introduction to Kinematics; Chapter 3: Forward Kinematics; Chapter 4: Backward Kinematics; Chapter 5: Animating Deformations; Part II: The Dynamics of Particle Systems; Chapter 6: Introduction to the Dynamics of the Particle Systems, Chapter 7: Particle Systems; Chapter 8: Mass-Spring Methods; Part III: The Dynamics of Rigid Bodies; Chapter 9: Introduction the to Dynamics of Rigid Bodies; Chapter 10: Penalty-Based Rigid Body Simulation; Chapter 11: Impulse-Based Rigid Body Simulation; Chapter 12: Constraint-Based Rigid Body Simulation; Chapter 13: A General Module-Based Design for Rigid Body Simulators; Chapter 14: Multibody Heuristics; Part IV: The Dynamics of Deformable Bodies; Chapter 15: Introduction to the Dynamics of Deformable Bodies; Chapter 16: Continuum Models with Finite Differences; Chapter 17: The Finite Element Method; Chapter 18: The Finite Boundary Method; Chapter 19: The Finite Volume Method; Chapter 20: Cloth Simulation; Chapter 21: Computational Fluid Dynamics; Part V: Mathematics and Physics for Animation; Chapter 22: Introduction to Collision Detection; Chapter 23: Space Partitioning; Chapter 24: Feature-Based Algorithms; Chapter 25: Simplex-Based Algorithms; Chapter 26: Volume-Based Algorithms; Part VI:Mathematics and Physics for Animation; Chapter 27: Vectors, Matrices, and Quaternions; Chapter 28: Calculus of Variation; Chapter 29: Basic Physics; Chapter 30: Taylor Expansion and Derivative Approximations; Chapter 31: Differential Equations and Numerical Integration; Chapter 32: Differential Geometry of Curves and Surfaces; Chapter 33: Open Non-uniform B-Spline Theory; Chapter 34: The Linear Complementary Problems; Chapter 35: Open Tissue; Appendix: About the CD-ROM
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