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Nik Lever - Real-time 3d character animation with visual C++ [2002, PDF, ENG]

Сообщение Солнышко » 30 янв 2018, 00:47

Real-time 3d character animation with visual C++
Год: 2002
Автор: Nik Lever
Жанр: CG 3D Graphics
Издательство: Focal Press
ISBN: 0-240-51664-8
Язык: Английский
Формат: PDF
Качество: Отсканированные страницы
Интерактивное оглавление: Нет
Количество страниц: 496
Описание: who should read this book?
To get the best from this book, you need some experience with C and a reasonable knowledge of C++. It does not attempt to teach the basics of C/C++ programming. If you are new to programming then I recommend getting a good introduction to C++ programming, particularly Visual C++.
If you have ever looked at a PC or Playstation game with characters running and leaping through an exciting landscape and wondered how it was done, then you should read this book. You may be a hobby programmer, a student or a professional.
Hobby programmer
The book takes you on an exciting adventure. From the basics of 3D manipulation to morph objects and subdivision. On the way, you get Visual C++ project files to load and software that runs on the Windows desktop. You get a full-featured development environment for 3D character animation, so even if you find the maths and the code hard to follow, you can still create games to impress the kids. The game engine even has an ActiveX control that allows you to distribute your work on the
Internet.
Student
The computer games industry has become an important employer, always looking for new talent. After reading this book you will be ready to create the sample programs that will get you that first job. You will be guided through the maths and the principal ideas involved in displaying.
Chapter 1: 3D basics 1
Chapter 2: Drawing points and polygons the hard way 14
Chapter 3: Drawing points and polygons the easy way with OpenGL 39
Chapter 4: OpenGL lighting and textures 58
Chapter 5: Creating low polygon characters 78
Chapter 6: Texture mapping 97
Chapter 7: Setting up a single mesh character 124
Chapter 8: Keyframe animation 145
Chapter 9: inverse kinematics 168
Chapter 10: Importing geometry and animation from Lightwave SD 184
Chapter 11: Importing geometry and animation from 3DS Max 215
Chapter 12: Motion capture techniques 259
Chapter 13: Collision detection 287
Chapter 14: Using morph objects 304
Chapter 15: Using subdivision surfaces 320
Chapter 16: Using multi-resolution meshes 346
Chapter 17: The scene graph 364
Chapter 18: Web 3D, compression and streaming 386
Appendix A: Using Toon3D Creator 405
Appendix B: MFC DocumentNiew architecture - a short introduction 444
Appendix C: Further information 457
Index 461

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