3D Computer Graphics, Volume 1
This book provides students with a knowledge of complex and emerging topics in the field of Computer Graphics, including advances in rendering and new material on animation. It will enable the reader to master the fundamentals of 3D computer graphics as well as acting as a complete resource for anyone interested in 3D modelling. It provides detailed coverage of both realistic and non-realistic images.
This is the third edition of a book which deals with the processes involved in converting a mathematical or geometric description of an object into a visualisation that simulates the appearance of a real object. Traditionally computer graphics has created pictures by starting with a very detailed geometric description, subjecting this to a series of transformations that orient a viewer and objects in 3D space, then imitating reality by making the objects look solid and real - a process known as rendering. Nowadays this is proving insufficient for the new demands of moving computer imagery and virtual reality. Much research is being carried out into how to model complex objects, where the nature and shape of the objects changes dynamically and into capturing the richness of the world without having to model every detail explicitly. This text explores and relates thee resulting in diverse synthesis and modelling methods.
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Mathematical fundamentals of computer graphics
Representation and modelling of threedimensional objects 1
Representation and modelling of threedimensional objects 2
17 other sections not shown
algorithm aliasing angle anti-aliasing applications approach approximation axis B-spline B-spline curve Bezier curve boundary bounding volumes BRDF calculated camera centre Chapter Colour Plate complexity component computer animation computer graphics consider control points coordinate system cross-section cube defined depth diffuse effect environment map equation evaluated example form factor frequency geometric global illumination Gouraud hemicube hidden surface removal image plane intensity interaction interpolation light source linear matrix motion moving node object space octree operation parametric patches path Phong shading pixel polygon mesh problem produce projection quaternion radiosity radiosity method recursive reflection model representation represented rotation sampling scan line scene screen space script Section segment shadow shape shown in Figure silhouette edge simple simulation single solution spatial specified specular sphere subdivision surface normal techniques texture mapping three-dimensional tion transformation two-dimensional vector vertex vertex normals vertices view plane view point view volume visible visual volume rendering voxel Z-buffer