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Mathematical basics of motion and deformation in computer graphics /

By: Anjyo, Ken [author.].
Contributor(s): Ochiai, Hiroyuki 1965-, [author.].
Material type: materialTypeLabelBookSeries: Synthesis digital library of engineering and computer science: ; Synthesis lectures in computer graphics and animation: # 17.Publisher: San Rafael, California (1537 Fourth Street, San Rafael, CA 94901 USA) : Morgan & Claypool, 2014.Description: 1 PDF (xii, 71 pages) : illustrations.Content type: text Media type: electronic Carrier type: online resourceISBN: 9781627054454.Subject(s): Computer graphics -- Mathematics | Computer animation -- Mathematics | motion | deformation | quaternion | Lie group | Lie algebraDDC classification: 006.6869 Online resources: Abstract with links to full text | Abstract with links to resource Also available in print.
Contents:
1. Introduction --
2. Rigid transformation -- 2.1 Translation in 2D -- 2.2 Rotation in 2D -- 2.3 Rigid transformation in 2D -- 2.4 Reflections in 2D -- 2.5 3D rotation: axis-angle -- 2.6 3D rotation: Euler angle -- 2.7 3D rotation: quaternion -- 2.8 Dual quaternion -- 2.9 Using complex numbers -- 2.10 Dual complex numbers -- 2.11 Homogeneous expression of rigid transformations --
3. Affine transformation -- 3.1 Several classes of transformations -- 3.2 Semidirect product -- 3.3 Decomposition of the set of matrices -- 3.3.1 Polar decomposition -- 3.3.2 Diagonalization of positive definite symmetric matrix -- 3.3.3 Singular value decomposition (SVD) --
4. Exponential and logarithm of matrices -- 4.1 Exponential: definitions and basic properties -- 4.2 Lie algebra -- 4.3 Exponential map from Lie algebra -- 4.4 Another definition of Lie algebra -- 4.5 Lie algebra and decomposition -- 4.6 Loss of continuity: singularities of the exponential map -- 4.7 The field of blending --
5. 2D affine transformation between two triangles -- 5.1 Triangles and an affine transformation -- 5.2 Comparison of three interpolation methods --
6. Global 2D shape interpolation -- 6.1 Local to global -- 6.2 Formulation -- 6.3 Error function for global interpolation -- 6.4 Examples of local error functions -- 6.5 Examples of constraint functions --
7. Parametrizing 3D positive affine transformations -- 7.1 The parametrization map and its inverse -- 7.2 Deformer applications -- 7.3 Integrating with Poisson mesh editing -- 7.3.1 The Poisson edits -- 7.3.2 Harmonic guidance -- 7.3.3 The parametrization map for Poisson mesh editing --
8. Further readings -- Bibliography -- Authors' biographies.
Abstract: This synthesis lecture presents an intuitive introduction to the mathematics of motion and deformation in computer graphics. Starting with familiar concepts in graphics, such as Euler angles, quaternions, and affine transformations, we illustrate that a mathematical theory behind these concepts enables us to develop the techniques for efficient/effective creation of computer animation. This book, therefore, serves as a good guidepost to mathematics (differential geometry and Lie theory) for students of geometric modeling and animation in computer graphics. Experienced developers and researchers will also benefit from this book, since it gives a comprehensive overview of mathematical approaches that are particularly useful in character modeling, deformation, and animation.
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Item type Current location Call number Status Date due Barcode Item holds
E books E books PK Kelkar Library, IIT Kanpur
Available EBKE594
Total holds: 0

Mode of access: World Wide Web.

System requirements: Adobe Acrobat Reader.

Part of: Synthesis digital library of engineering and computer science.

Includes bibliographical references (pages 65-69).

1. Introduction --

2. Rigid transformation -- 2.1 Translation in 2D -- 2.2 Rotation in 2D -- 2.3 Rigid transformation in 2D -- 2.4 Reflections in 2D -- 2.5 3D rotation: axis-angle -- 2.6 3D rotation: Euler angle -- 2.7 3D rotation: quaternion -- 2.8 Dual quaternion -- 2.9 Using complex numbers -- 2.10 Dual complex numbers -- 2.11 Homogeneous expression of rigid transformations --

3. Affine transformation -- 3.1 Several classes of transformations -- 3.2 Semidirect product -- 3.3 Decomposition of the set of matrices -- 3.3.1 Polar decomposition -- 3.3.2 Diagonalization of positive definite symmetric matrix -- 3.3.3 Singular value decomposition (SVD) --

4. Exponential and logarithm of matrices -- 4.1 Exponential: definitions and basic properties -- 4.2 Lie algebra -- 4.3 Exponential map from Lie algebra -- 4.4 Another definition of Lie algebra -- 4.5 Lie algebra and decomposition -- 4.6 Loss of continuity: singularities of the exponential map -- 4.7 The field of blending --

5. 2D affine transformation between two triangles -- 5.1 Triangles and an affine transformation -- 5.2 Comparison of three interpolation methods --

6. Global 2D shape interpolation -- 6.1 Local to global -- 6.2 Formulation -- 6.3 Error function for global interpolation -- 6.4 Examples of local error functions -- 6.5 Examples of constraint functions --

7. Parametrizing 3D positive affine transformations -- 7.1 The parametrization map and its inverse -- 7.2 Deformer applications -- 7.3 Integrating with Poisson mesh editing -- 7.3.1 The Poisson edits -- 7.3.2 Harmonic guidance -- 7.3.3 The parametrization map for Poisson mesh editing --

8. Further readings -- Bibliography -- Authors' biographies.

Abstract freely available; full-text restricted to subscribers or individual document purchasers.

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This synthesis lecture presents an intuitive introduction to the mathematics of motion and deformation in computer graphics. Starting with familiar concepts in graphics, such as Euler angles, quaternions, and affine transformations, we illustrate that a mathematical theory behind these concepts enables us to develop the techniques for efficient/effective creation of computer animation. This book, therefore, serves as a good guidepost to mathematics (differential geometry and Lie theory) for students of geometric modeling and animation in computer graphics. Experienced developers and researchers will also benefit from this book, since it gives a comprehensive overview of mathematical approaches that are particularly useful in character modeling, deformation, and animation.

Also available in print.

Title from PDF title page (viewed on November 19, 2014).

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