1970s Peanuts TV Specials Set for DVD Release

Sony Unveils 3-D TV and Games

King of the Hill Big Series Finale

Alioscopy Showcases No Glasses 3-D

9's Acker Curates Kodak-Presented Animation Showcase



Shane Acker Talks 9 and Beyond

Career Coach: Naming Names

Push Yourself Beyond Your Comfort Zone

Mind Your Business: Uncle Creepy is BAAAACK!

Miyazaki Comes to Town -- Part 2


 

AWN Home 
Featured Titles 
Coming Soon 
Search  



Browse Titles 
Browse Authors 
Browse Publishers 



2D Graphics 
3D Graphics 
Animation 
Applications 
Award Winners 
Biography 
Business 
Childrens 
Cinematography 
Comic Books 
Coming to Film 
Digital Video 
Entertainment 
Fiction 
Gaming 
Graphic Novel 
History & Theory 
Illustration/Art 
Movie/Animated Series 
Movie/TV Tie Ins 
Optioned to Studio 
Post-production 
Programming & Scripting 
Science Fiction 
Web & Multimedia 
Writing 



Educator's Forum 
Animation Cafe 



Animation World Magazine 
VFXWorld.com 
AIDB - Animation Industry Database 
The AWN Store 
Headlines News 
Career Connections 
School Database 
Student Corner 
Free Newsletters 
AWN FAQ 


Featured Titles


Title ::   Physics-Based Animation
Format ::   Hard-Bound
Pages ::   842
MSRP ::   $69.95
ISBN ::   1-58450-380-7
Author(s) ::   Kenny Erleben, Jon Sporring, Knud Henrikson
Publisher ::   Charles River Media
Categories ::   Animation, History & Theory
Pub Date ::   September 2005
Additional Info ::   Click Here For Additional Information
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.


© 2003 - 2009 AWN, Inc.