Download Methoden der Computeranimation ( by Dietmar Jackèl, Stephan Neunreither, Friedrich Wagner PDF

By Dietmar Jackèl, Stephan Neunreither, Friedrich Wagner

Das Buch richtet sich an eine Leserschaft, die bereits Grundkenntnisse in der Computergrafik hat. Vorwiegend ist hierbei an Studenten der Informatik gedacht, die bereits eine Computeranimationsvorlesung belegt haben oder die ein vertieftes Interesse an diesem Gebiet besitzen. Neben einem ?berblick ?ber die relevanten Themen der Computeranimation wurde ein besonderes Schwergewicht auf die physikalisch-basierten Animationsmethoden gelegt. Zum einfacheren Verst?ndnis, speziell der physikalisch-basierten Methoden, sind allerdings Grundkenntnisse in der Physik sowie in der research sehr hilfreich. Das Buch zeichnet sich im Besonderen dadurch aus, dass es auch exemplarisch wichtige info einiger Animationsmethoden behandelt, die deren Implementierungen erleichtern.

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In ¨ ahnlicher Weise erfolgt auch die rechnergest¨ utzte Keyframe-Animation. Keyframes sind hier die Hauptbewegungsphasen, die wir jeweils als Start- und Zielkonfiguration eines interpolierten Bewegungsablaufs betrachtet k¨onnen. Sie werden vom Benutzer mit Hilfe von Parameter- oder Koordinatenfolgen, die diskreten Zeitpunkten entlang einer Zeitachse zugeordnet sind, festgelegt. Bei einer Figur, die aus starren gelenkig verbundenen Segmenten besteht, kann dies, wie Abb. 1 zeigt, durch die Festlegung der Gelenkkoordinaten erfolgen.

18. 9) mit n = [ n1 n2 n3 ] = −zk /|zk | , u = [ u1 u2 u3 ] = (yk × −zk )/|yk × −zk | , v = [ v1 v2 v3 ] = n × u. Schritt 3: Translation des PRP in den Ursprung des WKS. Der dritte Transformationsschritt (s. Abb. 19) verschiebt entsprechend der Glg. 10 das Projektionszentrum (PRP) in den Ursprung des Weltkoordinatensystems. Dieser Transformationsschritt bestimmt mit dem Parameter zprp und der ¨ Gr¨ oße des Sichtfensters (wx , wy ) den Offnungswinkel und damit den Zoom der virtuellen Kamera. 10) 36 2 Globale Bewegungen Z Z Projektionsebene Y Y VRP VRP zprp PRP X PRP X Abb.

N ∂θ1 ∂θ2 ∂θn y = fy (Θ) = fy (θ1 , . . , θn ) = fy (Θa + ∆Θ) ∂fy (Θ) ∂fy (Θ) ∂fy (Θa ) ∆θ1 + ∆θ2 + . . + ∆θn ≈ fy (Θ) + ∂θ1 ∂θ2 ∂θn Hieraus lassen sich die Positions¨ anderungen des Effektors ∆P = (∆x, ∆y) bestimmen: ∂fx (Θ) ∂fx (Θ) ∂fx (Θa ) ∆θ1 + ∆θ2 + . . + ∆θn ∂θ1 ∂θ2 ∂θn ∂fy (Θ) ∂fy (Θ) ∂fy (Θa ) ∆y = ∆θ1 + ∆θ2 + . . + ∆θn . ∂θ1 ∂θ2 ∂θn ∆x = q*3 = ? Y q*2 = ? q2 q3 P* q*4 = ? DP P q1 q4 X Abb. 28. Darstellung des IK-Problems 46 2 Globale Bewegungen Y P* Dqe = q*e - qe q*e Dq2 P qe Dq3 X Dq1 Abb.

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