ABSTRACT

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.

part |2 pages

SECTION I: Foundations

chapter 1|4 pages

Introduction

chapter 2|14 pages

Simulation Foundations

chapter 3|20 pages

Follow the Bouncing Ball

part |2 pages

SECTION II: Particle-Based Models

chapter 4|22 pages

Particle Systems

chapter 5|14 pages

Particle Choreography

chapter 6|34 pages

Interacting Particle Systems

chapter 7|34 pages

Numerical Integration

chapter 8|38 pages

Deformable Springy Meshes

part |2 pages

SECTION III: Rigid Bodies and Constrained Dynamics

chapter 9|16 pages

Rigid Body Dynamics

chapter 10|26 pages

Rigid Body Collisions and Contacts

chapter 11|20 pages

Constraints

chapter 12|16 pages

Articulated Bodies

part |2 pages

SECTION IV: Fluid Simulation

chapter 13|16 pages

Foundations of Fluid Dynamics

chapter 14|10 pages

Smoothed Particle Hydrodynamics

chapter 15|30 pages

Finite Difference Algorithms