Advanced Animation and Rendering Techniques: Theory and Practice
An exposition of state-of-the-art techniques in rendering and animation. This book provides a unique synthesis of techniques and theory. Each technique is illustrated with a series of full-color frames showing the development of the example.
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Rendering polygonal objects
The theory and practice of lightobject
The theory and practice of parametric
17 other sections not shown
algorithm aliasing angle anti-aliasing applied approach approximation B-spline bounding volumes bump map calculated caustic Chapter clipped colour computer graphics consider control points cube defined deformation described diffuse direction distributed ray tracing domain edge effect environment mapping equation evaluated example FFD block filter form factor Fourier frame frequency function geometric given global hemicube hidden surface illumination intensity interaction interpolation intersection inverse kinematics knot vector light source linear matrix mip-map node normal object octree parametric patch Phong pixel plane Plate polygon problem produce projection quaternion radiosity radiosity method ray tracing recursive reflection model refraction region rendering RenderMan representation rotation sampling scan line scene screen space Section segment shader shading shadow volume shape shown in Figure SIGGRAPH simulate solution spatial specified specular sphere spline structure subdivision surface normal technique term texture mapping three-dimensional tion transformation tree two-dimensional velocity vertex vertex normals vertices visual voxel wave Z-buffer