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EUR 14,24
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Aggiungi al carrelloPaperback. Condizione: Very Good. No Jacket. May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend Less 1.39.
Da: Goodbooks Company, Springdale, AR, U.S.A.
EUR 15,59
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Aggiungi al carrelloCondizione: acceptable. This copy may contain significant wear, including bending, heavy writing, tears, and or water damage. This book is a functional copy, not necessarily a beautiful copy. Copy may have loose pages. May not include access codes or CDs. May be an Ex library book with stickers and stamps. Dustjacket may be missing.
Da: GreatBookPrices, Columbia, MD, U.S.A.
EUR 44,07
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Editore: Packt Publishing 6/12/2020, 2020
ISBN 10: 1800208081 ISBN 13: 9781800208087
Lingua: Inglese
Da: BargainBookStores, Grand Rapids, MI, U.S.A.
EUR 46,42
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Aggiungi al carrelloPaperback or Softback. Condizione: New. Hands-On C++ Game Animation Programming: Learn modern animation techniques from theory to implementation with C++ and OpenGL. Book.
Da: Lucky's Textbooks, Dallas, TX, U.S.A.
EUR 43,46
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Da: California Books, Miami, FL, U.S.A.
EUR 48,70
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Da: GreatBookPrices, Columbia, MD, U.S.A.
EUR 49,74
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Da: Ria Christie Collections, Uxbridge, Regno Unito
EUR 49,69
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Editore: Packt Publishing 2020-06-12, 2020
ISBN 10: 1800208081 ISBN 13: 9781800208087
Lingua: Inglese
Da: Chiron Media, Wallingford, Regno Unito
EUR 47,92
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Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 49,68
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Editore: Packt Publishing Limited, GB, 2020
ISBN 10: 1800208081 ISBN 13: 9781800208087
Lingua: Inglese
Da: Rarewaves.com USA, London, LONDO, Regno Unito
EUR 67,56
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Aggiungi al carrelloPaperback. Condizione: New. Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflowKey FeaturesBuild a functional and production-ready modern animation system with complete features using C++Learn basic, advanced, and skinned animation programming with this step-by-step guideDiscover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternionsBook DescriptionAnimation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning.This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You'll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You'll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well.By the end of this book, you'll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.What you will learnGet the hang of 3D vectors, matrices, and transforms, and their use in game developmentDiscover various techniques to smoothly blend animationsGet to grips with GLTF file format and its design decisions and data structuresDesign an animation system by using animation tracks and implementing skinningOptimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettesImplement the IK technique for your game characters using CCD and FABRIK solversUnderstand dual quaternion skinning and how to render large instanced crowdsWho this book is forThis book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.
Da: GreatBookPricesUK, Woodford Green, Regno Unito
EUR 55,97
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Da: Mispah books, Redhill, SURRE, Regno Unito
EUR 68,42
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Aggiungi al carrelloPaperback. Condizione: New. New. book.
Editore: Packt Publishing Limited, GB, 2020
ISBN 10: 1800208081 ISBN 13: 9781800208087
Lingua: Inglese
Da: Rarewaves.com UK, London, Regno Unito
EUR 61,86
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Aggiungi al carrelloPaperback. Condizione: New. Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflowKey FeaturesBuild a functional and production-ready modern animation system with complete features using C++Learn basic, advanced, and skinned animation programming with this step-by-step guideDiscover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternionsBook DescriptionAnimation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning.This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You'll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You'll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well.By the end of this book, you'll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.What you will learnGet the hang of 3D vectors, matrices, and transforms, and their use in game developmentDiscover various techniques to smoothly blend animationsGet to grips with GLTF file format and its design decisions and data structuresDesign an animation system by using animation tracks and implementing skinningOptimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettesImplement the IK technique for your game characters using CCD and FABRIK solversUnderstand dual quaternion skinning and how to render large instanced crowdsWho this book is forThis book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.
Da: Majestic Books, Hounslow, Regno Unito
EUR 39,03
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Aggiungi al carrelloCondizione: New. Print on Demand pp. 310.
Da: PBShop.store US, Wood Dale, IL, U.S.A.
EUR 56,00
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Aggiungi al carrelloPAP. Condizione: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Da: PBShop.store UK, Fairford, GLOS, Regno Unito
EUR 51,14
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Aggiungi al carrelloPAP. Condizione: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Da: THE SAINT BOOKSTORE, Southport, Regno Unito
EUR 57,54
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Aggiungi al carrelloPaperback / softback. Condizione: New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days 526.
Da: moluna, Greven, Germania
EUR 60,77
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Aggiungi al carrelloCondizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Game Animation Programming is a comprehensive guide to learning everything needed to get an optimized, production ready animation system up and running. It covers all the concepts starting from understanding OpenGL, the math required for animations, how to .
Da: preigu, Osnabrück, Germania
EUR 62,95
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. Hands-On C++ Game Animation Programming | Learn modern animation techniques from theory to implementation with C++ and OpenGL | Gabor Szauer | Taschenbuch | Kartoniert / Broschiert | Englisch | 2020 | Packt Publishing | EAN 9781800208087 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.
Da: AHA-BUCH GmbH, Einbeck, Germania
EUR 70,84
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Aggiungi al carrelloTaschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Learn animation programming from first principles and implement modern animation techniques that can be integrated into any game development workflowKey Features: Build a functional and production-ready modern animation system with complete features using C++ Learn basic, advanced, and skinned animation programming with this step-by-step guide Discover the math required to implement cutting edge animation techniques such as inverse kinematics and dual quaternionsBook Description:Animation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning.This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You'll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You'll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well.By the end of this book, you'll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.What You Will Learn: Get the hang of 3D vectors, matrices, and transforms, and their use in game development Discover various techniques to smoothly blend animations Get to grips with GLTF file format and its design decisions and data structures Design an animation system by using animation tracks and implementing skinning Optimize various aspects of animation systems such as skinned meshes, clip sampling, and pose palettes Implement the IK technique for your game characters using CCD and FABRIK solvers Understand dual quaternion skinning and how to render large instanced crowdsWho this book is for:This book is for professional, independent, and hobbyist developers interested in building a robust animation system from the ground up. Some knowledge of the C++ programming language will be helpful.Table of Contents Creating a Game Window Implementing Vectors Implementing Matrices Implementing Quaternions Implementing Transforms Building an Abstract Renderer Exploring the glTF File Format Creating Curves, Frames, and Tracks Implementing Animation Clips Mesh Skinning Optimizing the Animation Pipeline Blending between Animations Implementing Inverse Kinematics Using Dual Quaternions for Skinning Rendering Instanced Crowds.