3D computer graphics
This new edition of 3D Computer Graphics has been fully revised to take into account new developments in graphics. It features new material on modeling and representation, viewing systems, parametric representation, and scientific visualization. The book is richly illustrated with world-class graphics.
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Representation of Objects
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algorithm aliasing ambient angle anti-aliasing approach approximation axis B-spline B-spline curve B6zier curve basis functions begin bicubic boundary bounding volumes calculated Chapter clip colour component computer graphics consider control points coordinate system cube cubic current-object current-polygon current-surface curve segments data structure defined depth described diffuse direction edge end end environment map equation example filter form factors geometric Gouraud shading hidden surface removal highlight illumination implementation integer intensity interaction interpolation intersection knot light source linear matrix method object octree parametric patch Phong shading pixel polygon mesh problem procedure produce radiosity ray tracing recursive reflection model representation rotation sampling scan line scanline scene screen space shadow shown in Figure silhouette edge simple simulation single spatial specified specular sphere subdivision surface normal technique texture mapping three-dimensional transformation two-dimensional vector vertex normals vertex-list vertices view plane view point view volume viewing system voxel wavelength Z-buffer