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3D Mesh Processing and Character Animation: With Examples Using OpenGL, OpenMesh and Assimp 2022 ed. [Pehme köide]

  • Formaat: Paperback / softback, 201 pages, kõrgus x laius: 235x155 mm, kaal: 338 g, 162 Illustrations, color; 26 Illustrations, black and white; XII, 201 p. 188 illus., 162 illus. in color., 1 Paperback / softback
  • Ilmumisaeg: 16-Mar-2023
  • Kirjastus: Springer Nature Switzerland AG
  • ISBN-10: 3030813568
  • ISBN-13: 9783030813567
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  • Formaat: Paperback / softback, 201 pages, kõrgus x laius: 235x155 mm, kaal: 338 g, 162 Illustrations, color; 26 Illustrations, black and white; XII, 201 p. 188 illus., 162 illus. in color., 1 Paperback / softback
  • Ilmumisaeg: 16-Mar-2023
  • Kirjastus: Springer Nature Switzerland AG
  • ISBN-10: 3030813568
  • ISBN-13: 9783030813567

3D Mesh Processing and Character Animation focusses specifically on topics that are important in three-dimensional modelling, surface design and real-time character animation. It provides an in-depth coverage of data structures and popular methods used in geometry processing, keyframe and inverse kinematics animations and shader based processing of mesh objects. It also introduces two powerful and versatile libraries, OpenMesh and Assimp, and demonstrates their usefulness through implementations of a wide range of algorithms in mesh processing and character animation respectively. This Textbook is written for students at an advanced undergraduate or postgraduate level who are interested in the study and development of graphics algorithms for three-dimensional mesh modeling and analysis, and animations of rigged character models.

The key topics covered in the book are mesh data structures for processing adjacency queries, simplification and subdivision algorithms, mesh parameterization methods, 3D mesh morphing, skeletal animation, motion capture data, scene graphs, quaternions, inverse kinematics algorithms, OpenGL-4 tessellation and geometry shaders, geometry processing and terrain rendering. 

1 Introduction
1(4)
1.1 Contents Overview
1(2)
1.2 Prerequisite Knowledge
3(1)
1.3 Software Libraries
3(1)
1.4 Supplementary Material
4(1)
References and Further Reading
4(1)
2 Mesh Processing Basics
5(28)
2.1 Mesh Representation
6(1)
2.2 Mesh File Formats
7(4)
2.3 Polygonal Manifolds
11(3)
2.4 OpenMesh
14(1)
2.5 Mesh Data Structures
15(5)
2.5.1 Face-Based Data Structure
15(2)
2.5.2 Winged-Edge Data Structure
17(1)
2.5.3 Half-Edge Data Structure
18(2)
2.6 Mesh Traversal
20(5)
2.6.1 Iterators
20(2)
2.6.2 Adjacency Queries
22(1)
2.6.3 Circulators
22(3)
2.7 Surface Normal Computation
25(3)
2.8 Bounding Box Computation
28(1)
2.9 Triangle Adjacency Primitive
29(2)
2.10
Chapter Resources
31(1)
References and Further Reading
32(1)
3 Mesh Processing Algorithms
33(40)
3.1 Mesh Simplification
33(9)
3.1.1 Error Metrics
34(5)
3.1.2 Vertex Decimation
39(1)
3.1.3 Edge Collapse Operation
40(1)
3.1.4 Mesh Simplification Using OpenMesh
41(1)
3.2 Mesh Subdivision
42(12)
3.2.1 Subdivision Curves: Interpolation Versus Approximation
42(3)
3.2.2 Subdivision of Polygonal Elements
45(1)
3.2.3 Butterfly Algorithm
46(2)
3.2.4 Charles-Loop Subdivision Algorithm
48(2)
3.2.5 Root-3 Subdivision
50(1)
3.2.6 Catmull-Clark Subdivision
51(3)
3.3 Mesh Parameterization
54(9)
3.3.1 Barycentric Coordinates
55(2)
3.3.2 Barycentric Embedding
57(5)
3.3.3 Spherical Embedding
62(1)
3.4 3DMorphing
63(6)
3.4.1 Shortest Distance and Projection
63(2)
3.4.2 Point Correspondence
65(2)
3.4.3 Projective Mapping
67(1)
3.4.4 Barycentric Mapping
68(1)
3.5
Chapter Resources
69(1)
References and Further Reading
70(3)
4 The Geometry Shader
73(18)
4.1 General Properties
74(1)
4.2 Backface Culling
74(1)
4.3 Surface of Revolution
75(2)
4.4 Billboards
77(2)
4.5 Modelling Trees
79(4)
4.5.1 Leaves
79(2)
4.5.2 Stem
81(2)
4.6 Non-photorealistic Rendering
83(6)
4.7
Chapter Resources
89(1)
References and Further Reading
89(2)
5 Mesh Tessellation
91(38)
5.1 OpenGL-4 Tessellation Stages
91(12)
5.1.1 Patches
92(1)
5.1.2 Tessellation Control Shader
93(4)
5.1.3 Dynamic Level of Detail
97(1)
5.1.4 Tessellation Evaluation Shader
98(1)
5.1.5 Blending Functions
99(3)
5.1.6 Lighting Calculations
102(1)
5.2 Terrain Rendering
103(8)
5.2.1 A Patch-Based Terrain Model
103(5)
5.2.2 Micro-level Cracking
108(1)
5.2.3 Vertex Normal Computation
109(2)
5.3 Procedural Heightmap Generation
111(9)
5.3.1 Sum of Sinusoids
111(1)
5.3.2 Perlin Noise
112(4)
5.3.3 Diamond-Square Algorithm
116(4)
5.4 Bezier Surface Patches
120(8)
5.4.1 The Teapot
124(1)
5.4.2 The Gumbo
125(2)
5.4.3 Mesh Explosion
127(1)
5.5
Chapter Resources
128(1)
References and Further Reading
128(1)
6 Quaternions
129(22)
6.1 Generalized Rotations
130(5)
6.1.1 Euler Angle Rotation
131(2)
6.1.2 Angle-Axis Rotation
133(2)
6.2 Overview of Quaternions
135(6)
6.2.1 Quaternion Algebra
135(2)
6.2.2 Quaternion Transformation
137(1)
6.2.3 Quaternion Rotation
138(3)
6.3 Rotation Interpolate
141(4)
6.3.1 Linear Interpolation of Rotations
141(3)
6.3.2 Quaternion Spherical Linear Interpolation (SLERP)
144(1)
6.4 Quaternion Derivative
145(1)
6.5 GLM Quaternion Class
146(1)
6.6 Assimp Quaternion Class
146(3)
6.7
Chapter Resources
149(1)
References and Further Reading
149(2)
7 Character Animation
151(36)
7.1 Scene Graphs
152(6)
7.1.1 Model Transformations
152(2)
7.1.2 A 2D Skeletal Structure
154(4)
7.2 Assimp
158(1)
7.3 Motion Capture Data
158(5)
7.4 Skeleton Animation
163(6)
7.4.1 Updating Node Matrices
164(2)
7.4.2 Updating the Display
166(2)
7.4.3 Quaternion--Euler Angle Conversion
168(1)
7.5 Bones
169(11)
7.5.1 Offset Matrix
172(2)
7.5.2 Vertex Transformation
174(3)
7.5.3 Keyframe Interpolation
177(3)
7.6 Vertex Blending
180(3)
7.7 Animation Retargeting
183(2)
7.8
Chapter Resources
185(1)
References and Further Reading
186(1)
8 Kinematics
187(12)
8.1 Forward Kinematics
187(2)
8.2 Inverse Kinematics
189(8)
8.2.1 Cyclic Coordinate Descent
189(2)
8.2.2 Skeleton IK
191(2)
8.2.3 FABRIK Algorithm
193(4)
8.3
Chapter Resources
197(1)
References and Further Reading
198(1)
Index 199
Ramakrishnan Mukundan is a Professor in the Department of Computer Science and Software Engineering at the University of Canterbury, Christchurch, New Zealand.  Mukundan has both academic and industrial expertise in the field of Computer Graphics. He has been teaching Computer Graphics courses at undergraduate and graduate levels for the past twenty five years. He is the author of two books on computer graphics algorithms. He has also published several technical papers and supervised research projects in the field.