# Mathematical basics of motion and deformation in computer graphics

Ken Anjyo, Hiroyuki Ochiai

Research output: Contribution to journalArticle

1 Citation (Scopus)

### Abstract

This synthesis lecture presents an intuitive introduction to the mathematics of motion and deformation in computer graphics. Starting with familiar concepts in graphics, such as Euler angles, quaternions, and affine transformations, we illustrate that a mathematical theory behind these concepts enables us to develop the techniques for efficient/effective creation of computer animation. This book, therefore, serves as a good guidepost to mathematics (differential geometry and Lie theory) for students of geometric modeling and animation in computer graphics. Experienced developers and researchers will also benefit from this book, since it gives a comprehensive overview of mathematical approaches that are particularly useful in character modeling, deformation, and animation.

Original language English 1-85 85 Synthesis Lectures on Computer Graphics and Animation 6 3 https://doi.org/10.2200/S00599ED1V01Y201409CGR017 Published - Jan 1 2015

### Fingerprint

Computer graphics
Animation
Students
Geometry

### All Science Journal Classification (ASJC) codes

• Computer Science Applications
• Computer Graphics and Computer-Aided Design

### Cite this

In: Synthesis Lectures on Computer Graphics and Animation, Vol. 6, No. 3, 01.01.2015, p. 1-85.

Research output: Contribution to journalArticle

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