Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable, hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques, enabling them to master what they need to know in order to understand and create their own animations
- Emphasizes the underlying concepts of the field, and is not tied to any particular software package, language, or API.
- Develops concepts in mathematics, physics, numerical methods, and software design in a highly integrated way, enhancing both motivation and understanding.
- Progressively develops the material over the book, starting from very basic techniques, and building on these to introduce topics of increasing complexity.
- Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation.
Chapter 1 Introduction
Chapter 2 Simulation Foundations
Chapter 3 Follow the Bouncing Ball
Chapter 4 Particle Systems
Chapter 5 Particle Choreography
Chapter 6 Interacting Particle Systems
Chapter 7 Numerical Integration
Chapter 8 Deformable Springy Meshes
Chapter 9 Rigid Body Dynamics
Chapter 10 Rigid Body Collisions and Contacts
Chapter 11 Constraints
Chapter 12 Articulated Bodies
Chapter 13 Foundations of Fluid Dynamics
Chapter 14 Smoothed Particle Hydrodynamics (SPH)
Chapter 15 Finite Difference Algorithms