Mathematics applications computer graphics de mitani jun (12 resultados)

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  • Idioma: Inglés

    Editorial: Springer Nature Switzerland AG, Cham, 2025

    9819629322 / 9789819629329

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

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    EUR 67,75

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    Cantidad disponible: 1 disponible

    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.…

  • Condición: Nuevo

    EUR 66,33

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    Cantidad disponible: 2 disponibles

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

  • Idioma: Inglés

    Editorial: Springer, 2025

    9819629322 / 9789819629329

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

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    EUR 109,50

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    Cantidad disponible: 4 disponibles

    Condición: New.

  • Idioma: Inglés

    Editorial: Springer, 2026

    9819629357 / 9789819629350

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    Librería: preigu, Osnabrück, Alemaniapreigu

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    EUR 50,45

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    Cantidad disponible: 5 disponibles

    Taschenbuch. Condición: Neu. Mathematics and Applications of Computer Graphics | Jun Mitani (u. a.) | Taschenbuch | ix | Englisch | 2026 | Springer | EAN 9789819629350 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu. …

  • Idioma: Inglés

    Editorial: Springer Nature Switzerland AG, Cham, 2025

    9819629322 / 9789819629329

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    Librería: AussieBookSeller, Truganina, VIC, AustraliaAussieBookSeller

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    Condición: Nuevo

    EUR 110,41

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    Cantidad disponible: 1 disponible

    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.…

  • Idioma: Inglés

    Editorial: Springer, 2025

    9819629322 / 9789819629329

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

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    EUR 58,23

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    Condición: new. Questo è un articolo print on demand.

  • Idioma: Inglés

    Editorial: Springer Verlag Gmbh Jun 2026, 2026

    9819629357 / 9789819629350

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

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    Condición: Nuevo

    EUR 53,49

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    Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware Englisch.

  • Idioma: Inglés

    Editorial: Springer, Berlin, Springer Nature Singapore, Coronasha, Springer, 2025

    9819629322 / 9789819629329

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

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    Condición: Nuevo

    EUR 69,54

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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.…

  • Idioma: Inglés

    Editorial: Springer Verlag GmbH, 2026

    9819629357 / 9789819629350

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    Librería: moluna, Greven, Alemaniamoluna

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    Condición: Nuevo

    EUR 47,23

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

  • Idioma: Inglés

    Editorial: Springer, 2025

    9819629322 / 9789819629329

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    Librería: Majestic Books, Hounslow, Reino UnidoMajestic Books

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    Condición: Nuevo

    EUR 110,69

    Envío por EUR 7,61 
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    Cantidad disponible: 4 disponibles

    Condición: New. Print on Demand.

  • Idioma: Inglés

    Editorial: Springer, 2025

    9819629322 / 9789819629329

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    Librería: Biblios, frankfurt am main, HESSE, AlemaniaBiblios

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    Condición: Nuevo

    EUR 110,49

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    Condición: New. PRINT ON DEMAND.

  • Idioma: Inglés

    Editorial: Springer, Springer Jun 2025, 2025

    9819629322 / 9789819629329

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    Librería: buchversandmimpf2000, Emtmannsberg, BAYE, Alemaniabuchversandmimpf2000

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    Condición: Nuevo

    EUR 69,54

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    Cantidad disponible: 1 disponible

    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.…