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Physics-based Animation (Graphics) [Hardcover]

Kenny Erleben , Jon Sporring , Knud Henriksen , Henrik Dohlmann
5.0 out of 5 stars  See all reviews (1 customer review)
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Book Description

8 Sep 2005 1584503807 978-1584503804
This book is written to teach students and practitioners the theory behind the mathematical models and techniques required for physics-based animation. It does not teach the basic principles of animation, but rather demonstrates how to transform theoretical techniques into practical skills. It details how the mathematical models are derived from physical and mathematical principles, and explains how these mathematical models are solved in an efficient, robust, and stable manner with a computer. This impressive and comprehensive volume covers all the issues involved in physics-based animation, including collision detection, geometry, mechanics, differential equations, matrices, quaternions, and more. There is excellent coverage of collision detection algorithms and a detailed overview of a physics system. In addition, numerous examples are provided along with detailed pseudo code for most of the algorithms. This book is ideal for students of animation, researchers in the field, and professionals working in the games and movie industries. Topics Covered: * The Kinematics: Articulated Figures, Forward and Inverse Kinematics, Motion Interpolation * Multibody Animation: Particle Systems, Continuum Models with Finite Differences, the Finite Element Method, Computational Fluid Dynamics * Collision Detection: Broad and Narrow Phase Collision Detection, Contact Determination, Bounding Volume Hierarchies, Feature-and Volume-Based Algorithms

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Product details

  • Hardcover: 842 pages
  • Publisher: Charles River Media (8 Sep 2005)
  • Language: English
  • ISBN-10: 1584503807
  • ISBN-13: 978-1584503804
  • Product Dimensions: 19.4 x 23.1 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 825,337 in Books (See Top 100 in Books)
  • See Complete Table of Contents

Product Description

Review

Preface Chapter 1 Introduction PART I THE KINEMATICS Chapter 2 Articulated Figures Chapter 3 Forward and Inverse Kinematics Chapter 4 Motion Interpolation PART II MULTIBODY ANIMATION Chapter 5 Penalty-Based Multibody Animation Chapter 6 Impulse-Based Multibody Animation Chapter 7 Constraint-Based Multibody Animation PART III THE DYNAMICS OF DEFORMABLE OBJECTS Chapter 8 Particle Systems Chapter 9 Continuum Models with Finite Differences Chapter 10 The Finite Element Method Chapter 11 Computational Fluid Dynamics PART IV COLLISION DETECTION Chapter 12 Broad-Phase Collision Detection Chapter 13 Introduction to Narrow-Phase Collision Detection Chapter 14 Contact Determination Chapter 15 Bounding Volume Hierarchies Chapter 16 Feature-Based Algorithms Chapter 17 Volume-Based Algorithms PART V MATHEMATICS AND PHYSICS FOR ANIMATION Chapter 18 Vectors, Matrices, and Quaternions Chapter 19 Solving Linear Systems of Equations Chapter 20 Taylor Expansion and Derivative Approximations Chapter 21 Calculus of Variation Chapter 22 Basic Classical mechanics Chapter 23 Differential Equations and Numerical Integration Chapter 24 Open Nonuniform B-Spline Theory Chapter 25 Software: Open Tissue Bibliography Index

About the Author

Kenny Erleben is currently a Ph.D. student at the University of Copenhagen. He has contributed to Graphics Programming Methods (CRM 2003). Jon Sporring received his Master and Ph.D. from the Department of Computer Science, University of Copenhagen, where he is currently an associate professor. Knud Henriksen is an associate professor in the Computer Science Department at the University of Copenhagen, where he holds a Ph.D. in computer science. Henrik Dohlman is a Ph.D. student at the University of Copenhagen and is employed in an industrial collaboration between the Department of Computer Science and the School of Dentistry.

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Customer Reviews

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Most Helpful Customer Reviews
5.0 out of 5 stars An Excellent book 12 Oct 2009
Format:Hardcover
This book covers all contemporary aspects of physics in games and film production.

If you wan't to understand how Havok, PhysX and Bullet work, then read this book.

If you are writing games and using Physics middleware, this book is an invaluable
guide to the technical aspects of the subject.

From a teaching point of view, Physics-based Animation is well presented with
the difficult maths kept to appendices and results presented concisely.

I would have liked to see more working C++ examples, but there is a limit
to how much you can get into a book. For working examples of sequential
impulse, for example, check out the Bullet source code.
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Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com: 4.0 out of 5 stars  4 reviews
27 of 29 people found the following review helpful
5.0 out of 5 stars Highly recommended physics book 15 Oct 2005
By EJ Coumans - Published on Amazon.com
Format:Hardcover
I've been working in collision detection and rigidbody simulation for several years now and there are not many books that cover stuff needed to get the knowledge to be able to develop a modern physics engine.

Rather then filling half of the book with basic linear algebra and stuff that no-one actually uses when developing realtime physics algorithms, this one actually discusses the good stuff.

Contact points generation, comparison of collision detection algorithms, iterative solvers, sph fluids, fem deformable etc.

Just buy it.

Erwin Coumans

[...]
12 of 12 people found the following review helpful
4.0 out of 5 stars need some undergrad physics and maths background 16 Sep 2005
By W Boudville - Published on Amazon.com
Format:Hardcover
The authors figure that you are already an animator. You know the rudiments of programming animation in some language, but want to add more realism to the actions in your games.

The point of this book is to teach you how to go from understanding simple but useful physics equations to implementing these numerically and efficiently in your game. Probably the most obvious context are the equations of motion - where your objects obey gravity. And they conserve momentum and energy, up to a point. That is, you can build in friction into your system, for more realism. Ideally, all of this should make your game more plausible to a player, by conforming to her real world intuition.

The book also gives extensive coverage to collision detection methods. In many games, 2d or 3d, if you have objects moving around, how to quickly see when they might collide? Efficiency is often a key consideration.

Having said all this, it probably does help if you have had several undergraduate courses in physics and maths. So that what the book brings up doesn't throw you for a loop.
1 of 1 people found the following review helpful
4.0 out of 5 stars Physics Based Animation Review 30 May 2009
By Teodor Cioaca - Published on Amazon.com
Format:Hardcover
The book provides a complete overview of all the chapters physically based modeling of phenomena requires. However, the reader won't find a very detailed and easy to use description of certain methods. It can be regarded as a strong immersion into the realm of physics for games or simulations, especially for the novices in these fields.
3 of 6 people found the following review helpful
3.0 out of 5 stars Loaded with information, spotty derivations, crunchy typesetting 12 May 2007
By Brian Beckman - Published on Amazon.com
Format:Hardcover
I recommend this book for breadth of coverage and references. However, you will find many of the derivations very lacking and you will have to do a lot of work to prove them to yourself. Also, the mathematical typesetting is very much below par (they should have used LaTeX, which is industry standard!), so your eyes will hurt. I find myself copying out their formulas just so I can read them.

Good book with some problems. I would buy it again.
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