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Ed.
by Kenny Erleben et al.
Charles River Media
Physics-based animation, which is increasingly used in computer
games, in special effects in movies, and even as a part of
surgical simulation systems, is based on theories from engineering,
physics, and mathematics. It is on these theories that the
authors of this text (all affiliated with the department of
computer science at the U. of Copenhagen, Denmark) focus,
introducing how the mathematical models are from physical
and mathematical principles and how the models are solved
in an efficient, robust, and stable manner on the computer.
They sequentially cover kinematics, multibody animation, the
dynamics of deformable objects, collision detection, and other
mathematics and physics for animation.
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