Mukai tomohiko (8 risultati)

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    • Condizione: Nuovo

      EUR 65,99

      EUR 11,65 spedizione 
      Spedito da Regno Unito a U.S.A.

      Quantità: 2 disponibili

      Hardcover. Condizione: Brand New. 250 pages. 9.25x6.10x9.49 inches. In Stock.

    • Lingua: Inglese

      Editore: Springer, 2026

      9819629357 / 9789819629350

      • Brossura

      Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

      Venditore con 5 stelle
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      Condizione: Nuovo

      EUR 58,87

      EUR 30,50 spedizione 
      Spedito da Germania a U.S.A.

      Quantità: 1 disponibili

      Taschenbuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.

    • Lingua: Inglese

      Editore: Springer, 2025

      9819629322 / 9789819629329

      • Rilegato

      Da: Books Puddle, New York, NY, U.S.A.Books Puddle

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      Condizione: Nuovo

      EUR 102,10

      EUR 3,43 spedizione 
      Spedito in U.S.A.

      Quantità: 4 disponibili

      Condizione: New.

    • Lingua: Inglese

      Editore: Springer, 2025

      9819629322 / 9789819629329

      • Rilegato

      Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

      Venditore con 5 stelle
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      Condizione: Nuovo

      EUR 76,93

      EUR 30,50 spedizione 
      Spedito da Germania a U.S.A.

      Quantità: 1 disponibili

      Buch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.

    • Lingua: Inglese

      Editore: Springer Verlag GmbH, 2026

      9819629357 / 9789819629350

      • Brossura
      • Print on Demand

      Da: moluna, Greven, Germaniamoluna

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      Condizione: Nuovo

      EUR 47,23

      EUR 48,99 spedizione 
      Spedito da Germania a U.S.A.

      Quantità: Più di 20 disponibili

      Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt.

    • Lingua: Inglese

      Editore: Springer, 2025

      9819629322 / 9789819629329

      • Rilegato
      • Print on Demand

      Da: Majestic Books, Hounslow, Regno UnitoMajestic Books

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      Condizione: Nuovo

      EUR 101,07

      EUR 7,57 spedizione 
      Spedito da Regno Unito a U.S.A.

      Quantità: 4 disponibili

      Condizione: New. Print on Demand.

    • Lingua: Inglese

      Editore: Springer Jun 2026, 2026

      9819629357 / 9789819629350

      • Brossura
      • Print on Demand

      Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000

      Venditore con 5 stelle
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      Condizione: Nuovo

      EUR 53,49

      EUR 60,00 spedizione 
      Spedito da Germania a U.S.A.

      Quantità: 1 disponibili

      Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 208 pp. Englisch.

    • Lingua: Inglese

      Editore: Springer, 2025

      9819629322 / 9789819629329

      • Rilegato
      • Print on Demand

      Da: Biblios, frankfurt am main, HESSE, GermaniaBiblios

      Venditore con 4 stelle
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      Condizione: Nuovo

      EUR 103,60

      EUR 9,95 spedizione 
      Spedito da Germania a U.S.A.

      Quantità: 4 disponibili

      Condizione: New. PRINT ON DEMAND.