3D Mesh Processing and Character Animation

With Examples Using OpenGL, OpenMesh and Assimp

  • Textbook
  • © 2022

Overview

  • Offers insights into OpenMesh and Assimp libraries through algorithm implementations
  • Discusses advanced mesh tessellation and rendering algorithms using OpenGL-4 tessellation and geometry shaders
  • Each chapter has a set of demonstration programs that show the implementation and working of key algorithms

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About this book

3D Mesh Processing and Character Animation focusses specifically on topics that are important in three-dimensional modelling, surface design and real-time character animation. It provides an in-depth coverage of data structures and popular methods used in geometry processing, keyframe and inverse kinematics animations and shader based processing of mesh objects. It also introduces two powerful and versatile libraries, OpenMesh and Assimp, and demonstrates their usefulness through implementations of a wide range of algorithms in mesh processing and character animation respectively. This Textbook is written for students at an advanced undergraduate or postgraduate level who are interested in the study and development of graphics algorithms for three-dimensional mesh modeling and analysis, and animations of rigged character models.

The key topics covered in the book are mesh data structures for processing adjacency queries, simplification and subdivision algorithms,mesh parameterization methods, 3D mesh morphing, skeletal animation, motion capture data, scene graphs, quaternions, inverse kinematics algorithms, OpenGL-4 tessellation and geometry shaders, geometry processing and terrain rendering. 

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Table of contents (8 chapters)

Authors and Affiliations

  • Department of Computer Science and Software Engineering, University of Canterbury, Christchurch, New Zealand

    Ramakrishnan Mukundan

About the author

Ramakrishnan Mukundan is a Professor in the Department of Computer Science and Software Engineering at the University of Canterbury, Christchurch, New Zealand.  Mukundan has both academic and industrial expertise in the field of Computer Graphics. He has been teaching Computer Graphics courses at undergraduate and graduate levels for the past twenty five years. He is the author of two books on computer graphics algorithms. He has also published several technical papers and supervised research projects in the field.


Bibliographic Information

  • Book Title: 3D Mesh Processing and Character Animation

  • Book Subtitle: With Examples Using OpenGL, OpenMesh and Assimp

  • Authors: Ramakrishnan Mukundan

  • DOI: https://doi.org/10.1007/978-3-030-81354-3

  • Publisher: Springer Cham

  • eBook Packages: Computer Science, Computer Science (R0)

  • Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2022

  • Hardcover ISBN: 978-3-030-81353-6Published: 15 March 2022

  • Softcover ISBN: 978-3-030-81356-7Published: 16 March 2023

  • eBook ISBN: 978-3-030-81354-3Published: 14 March 2022

  • Edition Number: 1

  • Number of Pages: XII, 201

  • Number of Illustrations: 26 b/w illustrations, 162 illustrations in colour

  • Topics: Computer Graphics, Simulation and Modeling

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