Filtrar la búsqueda

  • Libros (8)

  • Nuevo (8)

a

Intervalo de precios personalizado (EUR)

a

Mukai tomohiko (8 resultados)

Autor: 
Refinar con la Búsqueda avanzada
  • Condición: Nuevo

    EUR 67,89

    Envío por EUR 11,99 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: 2 disponibles

    Hardcover. Condición: Brand New. 250 pages. 9.25x6.10x9.49 inches. In Stock.

  • Idioma: Inglés

    Editorial: Springer, 2026

    9819629357 / 9789819629350

    • Tapa blanda

    Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 64,87

    Envío por EUR 35,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Taschenbuch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book equips readers with the fundamentals of 3DCG that support the advanced technologies. The content of this book is divided into four categories: modeling, rendering, character animation, and physical simulation, and each is explained in a separate chapter. In simpler terms, these four technologies can be described as creating shapes, creating images, creating motion, and reproducing the behavior of the natural world. The 'Modeling' chapter describes the theory behind describing the shape of an object using surface meshes and then editing and manipulating them. The chapter 'Rendering' focuses on the calculation of the luminance of an object's surface, and describes methods for calculating global illumination and generating fast images using precomputation to produce realistic images. Physical phenomena such as light scattering, which is necessary to improve realism, are also explained. The 'Character Animation' chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Finally, the chapter on 'Physical Simulation' describes methods to compute the behavior of complex natural phenomena, including not only hard objects but also flowing objects such as water and air. The four topics listed here are the fundamental elements that support 3DCG. The chapters were written by researchers who are active at the forefront of their respective fields. Each of the authors has a remarkable track record and can be said to have led the development of 3DCG technology in Japan with their wealth of experience and knowledge.To understand the mathematical content of this book, basic knowledge of analysis and linear algebra is required. This book is suitable for upper undergraduate and graduate students in computer science, engineering, and other fields in science, and is also useful for practitioners in game production and those who are interested in 3DCG.…

  • Idioma: Inglés

    Editorial: Springer, 2025

    9819629322 / 9789819629329

    • Tapa dura

    Librería: Books Puddle, Woodside, NY, Estados Unidos de AmericaBooks Puddle

    Vendedor de 4 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 112,31

    Envío por EUR 3,58 
    Se envía dentro de Estados Unidos de America

    Cantidad disponible: 4 disponibles

    Condición: New.

  • Idioma: Inglés

    Editorial: Springer, 2025

    9819629322 / 9789819629329

    • Tapa dura

    Librería: AHA-BUCH GmbH, Einbeck, AlemaniaAHA-BUCH GmbH

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 81,95

    Envío por EUR 35,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Buch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book equips readers with the fundamentals of 3DCG that support the advanced technologies. The content of this book is divided into four categories: modeling, rendering, character animation, and physical simulation, and each is explained in a separate chapter. In simpler terms, these four technologies can be described as creating shapes, creating images, creating motion, and reproducing the behavior of the natural world. The 'Modeling' chapter describes the theory behind describing the shape of an object using surface meshes and then editing and manipulating them. The chapter 'Rendering' focuses on the calculation of the luminance of an object's surface, and describes methods for calculating global illumination and generating fast images using precomputation to produce realistic images. Physical phenomena such as light scattering, which is necessary to improve realism, are also explained. The 'Character Animation' chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Finally, the chapter on 'Physical Simulation' describes methods to compute the behavior of complex natural phenomena, including not only hard objects but also flowing objects such as water and air. The four topics listed here are the fundamental elements that support 3DCG. The chapters were written by researchers who are active at the forefront of their respective fields. Each of the authors has a remarkable track record and can be said to have led the development of 3DCG technology in Japan with their wealth of experience and knowledge.To understand the mathematical content of this book, basic knowledge of analysis and linear algebra is required. This book is suitable for upper undergraduate and graduate students in computer science, engineering, and other fields in science, and is also useful for practitioners in game production and those who are interested in 3DCG.…

  • Idioma: Inglés

    Editorial: Springer Verlag GmbH, 2026

    9819629357 / 9789819629350

    • Tapa blanda
    • Impresión bajo demanda

    Librería: moluna, Greven, Alemaniamoluna

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 47,23

    Envío por EUR 48,99 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: Más de 20 disponibles

    Condición: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt.

  • Idioma: Inglés

    Editorial: Springer Jun 2026, 2026

    9819629357 / 9789819629350

    • Tapa blanda
    • Impresión bajo demanda

    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000

    Vendedor de 5 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 53,49

    Envío por EUR 60,00 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 1 disponible

    Taschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -This book equips readers with the fundamentals of 3DCG that support the advanced technologies. The content of this book is divided into four categories: modeling, rendering, character animation, and physical simulation, and each is explained in a separate chapter. In simpler terms, these four technologies can be described as creating shapes, creating images, creating motion, and reproducing the behavior of the natural world. The 'Modeling' chapter describes the theory behind describing the shape of an object using surface meshes and then editing and manipulating them. The chapter 'Rendering' focuses on the calculation of the luminance of an object's surface, and describes methods for calculating global illumination and generating fast images using precomputation to produce realistic images. Physical phenomena such as light scattering, which is necessary to improve realism, are also explained. The 'Character Animation' chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Finally, the chapter on 'Physical Simulation' describes methods to compute the behavior of complex natural phenomena, including not only hard objects but also flowing objects such as water and air. The four topics listed here are the fundamental elements that support 3DCG. The chapters were written by researchers who are active at the forefront of their respective fields. Each of the authors has a remarkable track record and can be said to have led the development of 3DCG technology in Japan with their wealth of experience and knowledge.To understand the mathematical content of this book, basic knowledge of analysis and linear algebra is required. This book is suitable for upper undergraduate and graduate students in computer science, engineering, and other fields in science, and is also useful for practitioners in game production and those who are interested in 3DCG.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 208 pp. Englisch.…

  • Idioma: Inglés

    Editorial: Springer, 2025

    9819629322 / 9789819629329

    • Tapa dura
    • Impresión bajo demanda

    Librería: Majestic Books, Hounslow, Reino UnidoMajestic Books

    Vendedor de 4 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 114,01

    Envío por EUR 7,79 
    Se envía de Reino Unido a Estados Unidos de America

    Cantidad disponible: 4 disponibles

    Condición: New. Print on Demand.

  • Idioma: Inglés

    Editorial: Springer, 2025

    9819629322 / 9789819629329

    • Tapa dura
    • Impresión bajo demanda

    Librería: Biblios, frankfurt am main, HESSE, AlemaniaBiblios

    Vendedor de 4 estrellas
    Contactar con el vendedor

    Condición: Nuevo

    EUR 113,63

    Envío por EUR 9,95 
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 4 disponibles

    Condición: New. PRINT ON DEMAND.