9789819629329 - mathematics and applications of computer graphics di mitani, jun; takayama, kenshi; dobashi, yoshinori; mukai, tomohiko; fujisawa, makoto (11 risultati)

Perfeziona la tua ricerca

  • Libri (11)

  • Nuovo (11)

a

Fascia di prezzo personalizzata (EUR)

a

  • Lingua: Inglese

    Editore: Springer, 2025

    9819629322 / 9789819629329

    • Rilegato

    Da: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 58,23

    EUR 5,50 spedizione 
    Spedito da Italia a U.S.A.

    Quantità: 20 disponibili

    Condizione: new.

  • Lingua: Inglese

    Editore: Springer Nature Switzerland AG, Cham, 2025

    9819629322 / 9789819629329

    • Rilegato

    Da: Grand Eagle Retail, Bensenville, IL, U.S.A.Grand Eagle Retail

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 67,35

     Spedizione gratuita 
    Spedito in U.S.A.

    Quantità: 1 disponibili

    Hardcover. Condizione: new. Hardcover. 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. The "Character Animation" chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • 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, 2025

    9819629322 / 9789819629329

    • Rilegato

    Da: Brook Bookstore, Milano, MI, ItaliaBrook Bookstore

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 53,49

    EUR 27,99 spedizione 
    Spedito da Italia a U.S.A.

    Quantità: 20 disponibili

    Condizione: new.

  • Lingua: Inglese

    Editore: Springer, 2025

    9819629322 / 9789819629329

    • Rilegato

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

    Venditore con 4 stelle
    Contatta il venditore

    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
    Contatta il venditore

    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 Nature Switzerland AG, Cham, 2025

    9819629322 / 9789819629329

    • Rilegato

    Da: AussieBookSeller, Truganina, VIC, AustraliaAussieBookSeller

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 111,82

    EUR 31,82 spedizione 
    Spedito da Australia a U.S.A.

    Quantità: 1 disponibili

    Hardcover. Condizione: new. Hardcover. 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. The "Character Animation" chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

  • Lingua: Inglese

    Editore: Springer, Berlin, Springer Nature Singapore, Coronasha, Springer, 2025

    9819629322 / 9789819629329

    • Rilegato
    • Print on Demand

    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 69,54

    EUR 23,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 2 disponibili

    Buch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - 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. 196 pp. Englisch.

  • Lingua: Inglese

    Editore: Springer, 2025

    9819629322 / 9789819629329

    • Rilegato
    • Print on Demand

    Da: Majestic Books, Hounslow, Regno UnitoMajestic Books

    Venditore con 4 stelle
    Contatta il venditore

    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, 2025

    9819629322 / 9789819629329

    • Rilegato
    • Print on Demand

    Da: Biblios, frankfurt am main, HESSE, GermaniaBiblios

    Venditore con 4 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 103,60

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

    Quantità: 4 disponibili

    Condizione: New. PRINT ON DEMAND.

  • Lingua: Inglese

    Editore: Springer, Springer Jun 2025, 2025

    9819629322 / 9789819629329

    • Rilegato
    • Print on Demand

    Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000

    Venditore con 5 stelle
    Contatta il venditore

    Condizione: Nuovo

    EUR 69,54

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

    Quantità: 1 disponibili

    Buch. 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.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 208 pp. Englisch.