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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Bibliographic Details
Main Author: Lever, Nik, 1958- (Author)
Corporate Author: Safari, an O'Reilly Media Company
Format: Electronic eBook
Language:English
Published: Routledge, 2001.
Edition:1st edition.
Subjects:
Online Access:Full text (Wentworth users only)
Table of Contents:
  • 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