Real-time 3D Character Animation with Visual C++
Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the inf...
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Otros Autores: | |
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Routledge
2001.
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Edición: | 1st edition |
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Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009627329306719 |
Tabla de Contenidos:
- Real-time 3D Character Animation with Visual C++; Copyright; Contents at a glance; Contents in summary; About the author; Introduction; Chapter 1: 3D basics; Chapter 2: Drawing points and polygons the hard way; Chapter 3: Drawing points and polygons the easy way with OpenGL; Chapter 4: OpenGL lighting and textures; Chapter 5: Creating low polygon characters; Chapter 6: Texture mapping; Chapter 7: Setting up a single mesh character; Chapter 8: Keyframe animation; Chapter 9: Inverse kinematics; Chapter 10: Importing geometry and animation from Lightwave 3D
- Chapter 11: Importing geometry and animation from 3DS MaxChapter 12: Motion capture techniques; Chapter 13: Collision detection; Chapter 14: Using morph objects; Chapter 15: Using subdivision surfaces; Chapter 16: Using multi-resolution meshes; Chapter 17: The scene graph; Chapter 18: Web 3D, compression and streaming; Appendix A: Using Toon3D Creator; Appendix B: MFC Document/View architecture - a short introduction; Appendix C: Further information; Index