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Practical Algorithms for 3D Computer Graphics




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Dettagli

Genere:Libro
Lingua: Inglese
Pubblicazione: 02/2014
Edizione: Edizione nuova, 2° edizione





Note Editore

Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis. Since the publication of the first edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images. New to the Second Edition New chapter on the modern approach to real-time 3D programming using OpenGL New chapter that introduces 3D graphics for mobile devices New chapter on OpenFX, a comprehensive open source 3D tools suite for modeling and animation Discussions of new topics, such as particle modeling, marching cubes, and techniques for rendering hair and fur More web-only content, including source code for the algorithms, video transformations, comprehensive examples, and documentation for OpenFX The book is suitable for newcomers to graphics research and 3D computer games as well as more experienced software developers who wish to write plug-in modules for any 3D application program or shader code for a commercial games engine.




Sommario

Basic Principles Introduction A note on mathematics for 3D computer graphics Getting up to speed and following up Assumed knowledge Computer graphics and computer games The full spectrum Basic Theory and Mathematical Results Coordinate systems Vectors Homogeneous coordinates The line in vector form The plane Intersection of a line and a plane Closest distance of a point from a line Closest distance of approach between two lines Reflection in a plane Refraction at a plane Intersection of a line with primitive shapes Transformations Parametric curves Interpolation Bézier curves Splines Parametric surfaces Angular interpolation (quaternions) Data Structures for 3D Graphics Integer coordinates Vertices and polygons Algorithms for editing arrays of structures Making an edge list from a list of polygonal facesFinding adjacent polygons Finding polygons adjacent to edges Basic Visualization The rendering pipeline Hidden surface drawing and rasterization Anti-aliasing Lighting and shading Materials and shaders Image and texture mapping Perlin noise Pseudo shadows Line drawing Tricks and tips Realistic VisualizationRadiometric lighting and shading Ray tracing Ray tracing optimization Multi-threading and parallel processing Computer Animation Keyframes (tweening) Animating rigid motion Character animation Inverse kinematics Physics Animating cloth and hair Particle modeling Practical 3D Graphics Real-Time 3D: OpenGL The basics Native programming The GL shading language The P-buffer and framebuffer objects Rendering a particle system using OpenGL Summing up Mobile 3D: OpenGLES OpenGLES 3D on iOS 3D on Android Summing up The Complete Package: OpenFXUsing OpenFX The OpenFX files and folders structure Coordinate system and units User interface implementation The Animation module The Designer module The Renderer module Adding to the software Continuing to dissect OpenFX Practical Algorithms for Modeling and Procedural Textures Modeling with Polygonal Datasets Triangulating polygons Triangulating polygons with holes Subdividing polygonal facets Lofting Surfaces of revolution Beveling Orienting surface normals Delaunay triangulation Boolean modeling Metaball modeling and marching cubes Texture coordinate generation Building polygonal primitives Algorithms for Procedural Textures A standard interface CPU textures GPU textures Fur and short hair Bibliography Index










Altre Informazioni

ISBN:

9781466582521

Condizione: Nuovo
Dimensioni: 9.25 x 7.5 in Ø 1.95 lb
Formato: Brossura
Illustration Notes:274 b/w images and 90
Pagine Arabe: 520


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