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Advanced Methods in Computer Graphics: With examples in OpenGL

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The field of Computer Graphics has evolved rapidly over the past decade following the development of a large collection of algorithms and techniques for various applications in modelling, animation, visualisation, real-time rendering and game engine design. Advances in graphics hardware capabilities and processor technology have continuously fuelled this growth. As a result, this field continues to have enormous potential for further research and development. Computer graphics has also been one of the popular subjects in the computer science and computer engineering disciplines for several years. It is a field where one could always find new and interesting ideas, elegant algorithms and robust implementations.

I have been teaching both introductory and advanced courses on computer graphics for the past 12 years, and have constantly observed the enthusiasm of students in learning as well as mastering various techniques used for threedimensional modelling, rendering and animation. The visual effects some of these methods produce captivate their interest, and motivate them to further study and research more advanced techniques. This book evolved from a compilation of my lecture notes and reference material for a graduate course in advanced computer graphics taught in the Department of Computer Science and Software Engineering at the University of Canterbury. The primary aim of this book project has been to develop a reference text suitable for both students and researchers, providing an in-depth and comprehensive coverage of important methods that are useful in the field of character animation. Working towards this goal, I soon realised that a book covering a large number of subfields ranging from physically based simulation to non-photorealistic renderingwould be a highly ambitious project. This book includes a selection of topics which I consider as fundamental to the area of animation and rendering, and I hope that it will contribute to a deeper and broader understanding of key algorithms used in advanced computer graphics.

This book brings together several advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering. The book is designed for final-year undergraduate or first-year graduate students, who are already familiar with the basic concepts in computer graphics and programming. It aims to provide a good foundation of advanced methods such as skeletal animation, quaternions, mesh processing and collision detection. These and other methods covered in the book are fundamental to the development of algorithms used in commercial applications as well as research.

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