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  • Mitani, Jun

    Idioma: Inglés

    Publicado por Springer, 2025

    ISBN 10: 9819629322 ISBN 13: 9789819629329

    Librería: Brook Bookstore On Demand, Napoli, NA, Italia

    Calificación del vendedor: 4 de 5 estrellas Valoración 4 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 58,23

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    Condición: new.

  • Jun Mitani

    Idioma: Inglés

    Publicado por Springer Nature Switzerland AG, Cham, 2025

    ISBN 10: 9819629322 ISBN 13: 9789819629329

    Librería: Grand Eagle Retail, Bensenville, IL, Estados Unidos de America

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Hardcover. Condición: new. Hardcover. 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. The "Character Animation" chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

  • Mitani, Jun (Author)/ Takayama, Kenshi (Author)/ Dobashi, Yoshinori (Author)/ Mukai, Tomohiko (Author)/ Fujisawa, Makoto (Author)

    Idioma: Inglés

    Publicado por Springer, 2025

    ISBN 10: 9819629322 ISBN 13: 9789819629329

    Librería: Revaluation Books, Exeter, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 64,91

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

  • Mitani, Jun

    Idioma: Inglés

    Publicado por Springer, 2025

    ISBN 10: 9819629322 ISBN 13: 9789819629329

    Librería: Brook Bookstore, Milano, MI, Italia

    Calificación del vendedor: 4 de 5 estrellas Valoración 4 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 53,49

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    Condición: new.

  • Mitani, Jun; Takayama, Kenshi; Dobashi, Yoshinori; Mukai, Tomohiko; Fujisawa, Makoto

    Idioma: Inglés

    Publicado por Springer, 2025

    ISBN 10: 9819629322 ISBN 13: 9789819629329

    Librería: Books Puddle, New York, NY, Estados Unidos de America

    Calificación del vendedor: 4 de 5 estrellas Valoración 4 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 95,95

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    Cantidad disponible: 4 disponibles

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    Condición: New.

  • Jun Mitani

    Idioma: Inglés

    Publicado por Springer Nature Switzerland AG, Cham, 2025

    ISBN 10: 9819629322 ISBN 13: 9789819629329

    Librería: CitiRetail, Stevenage, Reino Unido

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 65,49

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    Hardcover. Condición: new. Hardcover. 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. The "Character Animation" chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.

  • Jun Mitani

    Idioma: Inglés

    Publicado por Springer Nature Singapore, Springer Nature Singapore, 2025

    ISBN 10: 9819629322 ISBN 13: 9789819629329

    Librería: AHA-BUCH GmbH, Einbeck, Alemania

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 74,46

    Envío por EUR 62,60
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    Cantidad disponible: 1 disponibles

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    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.

  • Jun Mitani

    Idioma: Inglés

    Publicado por Springer Nature Switzerland AG, Cham, 2025

    ISBN 10: 9819629322 ISBN 13: 9789819629329

    Librería: AussieBookSeller, Truganina, VIC, Australia

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 114,55

    Envío por EUR 31,86
    Se envía de Australia a Estados Unidos de America

    Cantidad disponible: 1 disponibles

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    Hardcover. Condición: new. Hardcover. 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. The "Character Animation" chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

  • Jun Mitani

    Idioma: Inglés

    Publicado por Springer, Berlin, Springer Nature Singapore, Coronasha, Springer, 2025

    ISBN 10: 9819629322 ISBN 13: 9789819629329

    Librería: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Alemania

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    EUR 69,54

    Envío por EUR 23,00
    Se envía de Alemania a Estados Unidos de America

    Cantidad disponible: 2 disponibles

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    Buch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - 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. 196 pp. Englisch.

  • Mitani, Jun; Takayama, Kenshi; Dobashi, Yoshinori; Mukai, Tomohiko; Fujisawa, Makoto

    Idioma: Inglés

    Publicado por Springer, 2025

    ISBN 10: 9819629322 ISBN 13: 9789819629329

    Librería: Majestic Books, Hounslow, Reino Unido

    Calificación del vendedor: 4 de 5 estrellas Valoración 4 estrellas, Más información sobre las valoraciones de los vendedores

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    Impresión bajo demanda

    EUR 94,15

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    Cantidad disponible: 4 disponibles

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    Condición: New. Print on Demand.

  • Mitani, Jun; Takayama, Kenshi; Dobashi, Yoshinori; Mukai, Tomohiko; Fujisawa, Makoto

    Idioma: Inglés

    Publicado por Springer, 2025

    ISBN 10: 9819629322 ISBN 13: 9789819629329

    Librería: Biblios, Frankfurt am main, HESSE, Alemania

    Calificación del vendedor: 4 de 5 estrellas Valoración 4 estrellas, Más información sobre las valoraciones de los vendedores

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    Impresión bajo demanda

    EUR 95,37

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    Condición: New. PRINT ON DEMAND.

  • Jun Mitani

    Idioma: Inglés

    Publicado por Springer, Springer Jun 2025, 2025

    ISBN 10: 9819629322 ISBN 13: 9789819629329

    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemania

    Calificación del vendedor: 5 de 5 estrellas Valoración 5 estrellas, Más información sobre las valoraciones de los vendedores

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    Impresión bajo demanda

    EUR 69,54

    Envío por EUR 60,00
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    Buch. 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.Springer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 208 pp. Englisch.