Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable, hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques, enabling them to master what they need to know in order to understand and create their own animations
Physically-Based Modeling for Computer Graphics: A Structured Approach addresses the challenge of designing and managing the complexity of physically-based models. This book will be of interest to researchers, computer graphics practitioners, mathematicians, engineers, animators, software developers and those interested in computer implementation and simulation of mathematical models. * Presents a philosophy and terminology for "Structured Modeling" * Includes mathematicl and programming techniques to support and implement the methodology * Covers a library of model components, including rigid-body kinematics, rigid-body dynamics, and force-based constraint methods * Includes illustrations of several ample models created from these components * Foreword by Al Barr
Physics-Based Deformable Models presents a systematic physics-based framework for modeling rigid, articulated, and deformable objects, their interactions with the physical world, and the estimate of their shape and motion from visual data. This book presents a large variety of methods and associated experiments in computer vision, graphics and medical imaging that help the reader better to understand the presented material. In addition, special emphasis has been given to the development of techniques with interactive or close to real-time performance. Physics-Based Deformable Models is suitable as a secondary text for graduate level courses in Computer Graphics, Computational Physics, Computer Vision, Medical Imaging, and Biomedical Engineering. In addition, this book is appropriate as a reference for researchers and practitioners in the above-mentioned fields.
Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable, hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques, enabling them to master what they need to know in order to understand and create their own animations Emphasizes the underlying concepts of the field, and is not tied to any particular software package, language, or API. Develops concepts in mathematics, physics, numerical methods, and software design in a highly integrated way, enhancing both motivation and understanding. Progressively develops the material over the book, starting from very basic techniques, and building on these to introduce topics of increasing complexity. Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation.
Possibly the most comprehensive overview of computer graphics as seen in the context of geometric modeling, this two-volume work covers implementation and theory in a thorough and systematic fashion. It covers the computer graphics part of the field of geometric modeling and includes all the standard computer graphics topics. The CD-ROM features two companion programs.
This title is part of a two volume set that constitutes the refereed proceedings of the 8th Asian Conference on Computer Vision, ACCV 2007. Coverage in this volume includes shape and texture, face and gesture, camera networks, face/gesture/action detection and recognition, learning, motion and tracking, human pose estimation, matching, face/gesture/action detection and recognition, low level vision and phtometory, motion and tracking, human detection, and segmentation.
A comprehensive update of the leading-edge computer graphics textbook that sets the standard for physically-based rendering in the industry and the field, with new material on GPU ray tracing. Photorealistic computer graphics are ubiquitous in today’s world, widely used in movies and video games as well as product design and architecture. Physically-based approaches to rendering, where an accurate modeling of the physics of light scattering is at the heart of image synthesis, offer both visual realism and predictability. Now in a comprehensively updated new edition, this best-selling computer graphics textbook sets the standard for physically-based rendering in the industry and the field. Physically Based Rendering describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method known as literate programming combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The book’s leading-edge algorithms, software, and ideas—including new material on GPU ray tracing—equip the reader to design and employ a full-featured rendering system capable of creating stunning imagery. This essential text represents the future of real-time graphics. Detailed and rigorous but accessible approach guides readers all the way from theory to practical software implementation Fourth edition features new chapter on GPU ray tracing essential for game developers The premier reference for professionals learning about and working in the field Won its authors a 2014 Academy Award for Scientific and Technical Achievement Includes a companion site complete with source code
This volume derives from a workshop on differential geometry, calculus of vari ations, and computer graphics at the Mathematical Sciences Research Institute in Berkeley, May 23-25, 1988. The meeting was structured around principal lectures given by F. Almgren, M. Callahan, J. Ericksen, G. Francis, R. Gulliver, P. Hanra han, J. Kajiya, K. Polthier, J. Sethian, I. Sterling, E. L. Thomas, and T. Vogel. The divergent backgrounds of these and the many other participants, as reflected in their lectures at the meeting and in their papers presented here, testify to the unifying element of the workshop's central theme. Any such meeting is ultimately dependent for its success on the interest and motivation of its participants. In this respect the present gathering was especially fortunate. The depth and range of the new developments presented in the lectures and also in informal discussion point to scientific and technological frontiers be ing crossed with impressive speed. The present volume is offered as a permanent record for those who were present, and also with a view toward making the material available to a wider audience than were able to attend.
After nearly half a century of research, the Holy Grail of the ?eld of art- cial intelligence (AI) remains a comprehensive computational model capable of emulating the marvelous abilities of animals, including locomotion, p- ception, behavior, manipulation, learning, and cognition. The comprehensive modeling of higher animals –humans and other primates –remains elusive; However, the research documented in this monograph achieves nothing less than a functional computer model of certain species of lower animals that are by no means trivial in their complexity. Reported herein is the 1996 ACM Doctoral Dissertation Award winning work of Xiaoyuan Tu, which she carried out in the Department of Computer Science at the University of Toronto. Tu presents “arti?cial ?shes”, a rema- able computational model of familiar marine animals in their natural habitat. Originally conceived in the context of computer graphics, Tu’s is to date the only PhD dissertation from this major sub?eld of computer science (and the only thesis from a Canadian university) to win the coveted ACM award.
Mass-spring systems are considered the simplest and most intuitive of all deformable models. They are computationally efficient, and can handle large deformations with ease. But they suffer several intrinsic limitations. In this book a modified mass-spring system for physically based deformation modeling that addresses the limitations and solves them elegantly is presented. Several implementations in modeling breast mechanics, heart mechanics and for elastic images registration are presented.
The area of computer graphics is characterized by rapid evolution. New techniques in hardware and software developments, e. g. , new rendering methods, have led to new ap plications and broader acceptance of graphics in fields such as scientific visualization, multi-media applications, computer aided design, and virtual reality systems. The evolving functionality and the growing complexity of graphics algorithms and sys tems make it more difficult for the application programmer to take full advantage of these systems. Conventional programming methods are no longer suited to manage the increasing complexity, so new programming paradigms and system architectures are re quired. One important step in this direction is the introduction and use of object-oriented methods. Intuition teils us that visible graphical entities are objects, and experience has indeed shown that object-oriented software techniques are quite useful for graphics. The expressiveness of object-oriented languages compared to pure procedurallanguages gives the graphics application programmer much better support when transforming his mental intentions into computer code. Moreover, object-oriented software development is a, weil founded technology, allowing software to be built from reusable and extensible compo nents. This book contains selected, reviewed and thoroughly revised vers ions of papers submit ted to and presented at the Fourth Eurographies Workshops on Object-Oriented Graphics, held on May 9-11, 1994 in Sintra, Portugal.