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Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
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Summary
Summary
Design and Implementation of 3D Graphics Systems covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural aspects of interactive graphics, geometric modeling, rendering techniques, the graphics pipeline, and the architecture of 3D graphics systems. The text describes basic 3D computer graphics algorithms and their implementation in the C language. The material is complemented by library routines for constructing graphics systems, which are available for download from the book's website. This book, along with its companion Computer Graphics: Theory and Practice, gives readers a full understanding of the principles and practices of implementing 3D graphics systems.
Author Notes
Luiz Velho is a researcher and professor at IMPA - Instituto de Matematica Pura e Aplicada of CNPq and the leading scientist of VISGRAF Laboratory.His experience in computer graphics spans the fields of modeling, rendering, imaging, and animation. He is the author of several books and has taught many courses on graphics-related topics.
Mario Costa Sousa is an Associate Professor at the Department of Computer Science, University of Calgary, Canada. Sousa holds the AITF/ Foundation CMG Industrial Research Chair in Scalable Reservoir Visualization and leads the Interactive Reservoir Modeling and Visualization (iRMV) Research Group. His research interests focus on scientific/engineering visualization, computer graphics, non-photorealistic rendering / illustrative visualization, sketch-based interfaces and modeling, mutli-surface interaction, interactive simulations and real-time graphics. He is widely published and has taught many courses on graphics/visualization-related topics.
Jonas Gomes is a professor at the Instituto de Matematica Pura e Aplicada (IMPA) in Rio de Janeiro. Gomes is also the head of the Department for Computer Activities at IMPA. He has published several books and research articles in the area of computer graphics.
Table of Contents
About the Cover | p. xi |
Preface | p. xv |
1 Introduction | p. 1 |
1.1 Computer Graphics | p. 1 |
1.2 Scope and Applications | p. 2 |
1.3 Methodology | p. 2 |
1.4 System Architecture | p. 3 |
1.5 Implementation and Extensions | p. 3 |
1.6 Implementation Paradigm | p. 4 |
1.7 Graphic Standards | p. 4 |
1.8 Advanced Applications and Future Studies | p. 4 |
1.9 Content | p. 5 |
1.10 Supplemental Material | p. 6 |
2 Objects and Graphics Devices | p. 7 |
2.1 Graphics Objects | p. 7 |
2.2 Graphic Devices and Representation | p. 10 |
2.3 Classification of Graphics Devices | p. 12 |
2.4 Graphics Workstations | p. 13 |
2.5 The GP Graphics Package | p. 15 |
2.6 Comments and References | p. 24 |
3 Interaction and Graphical Interfaces | p. 27 |
3.1 Creating Interactive Programs | p. 27 |
3.2 Interaction Fundamentals | p. 28 |
3.3 Interaction Mechanisms | p. 29 |
3.4 Interface Objects | p. 32 |
3.5 Toolkits | p. 39 |
3.6 Polygon Line Editor | p. 45 |
3.7 Review | p. 52 |
3.8 Comments and References | p. 52 |
4 Geometry | p. 55 |
4.1 Geometry for Computer Graphics | p. 55 |
4.2 Euclidean Space | p. 56 |
4.3 Transformations in Euclidean Space | p. 60 |
4.4 Projective Space | p. 62 |
4.5 Projective Transformations in MP3 | p. 64 |
4.6 Transformations of Geometric Objects | p. 70 |
4.7 Comments and References | p. 75 |
5 Color | p. 77 |
5.1 Color Foundations | p. 77 |
5.2 Device Color Systems | p. 81 |
5.3 Color Specification Systems | p. 83 |
5.4 Discretizing the Color Solid | p. 87 |
5.5 Comments and References | p. 89 |
6 Digital Image | p. 91 |
6.1 Foundations | p. 91 |
6.2 Format of the Image Representation | p. 93 |
6.3 Image Coding | p. 96 |
6.4 Comments and References | p. 98 |
7 Description of 3D Scenes | p. 101 |
7.1 3D Scenes | p. 101 |
7.2 Language Concepts | p. 103 |
7.3 An Extension Language | p. 106 |
7.4 Sublanguages and Applications | p. 118 |
7.5 Comments and References | p. 121 |
8 3D Geometric Models | p. 123 |
8.1 Foundations of Modeling | p. 123 |
8.2 Geometric Primitives | p. 127 |
8.3 Approximation of Surfaces and Polygonal Meshes | p. 140 |
8.4 Polygonal Surfaces | p. 141 |
8.5 Comments and References | p. 149 |
9 Modeling Techniques | p. 153 |
9.1 Foundations of Modeling Systems | p. 153 |
9.2 Constructive Models | p. 155 |
9.3 Generative Modeling | p. 162 |
9.4 Comments and References | p. 166 |
10 Hierarchies and Articulated Objects | p. 169 |
10.1 Geometric Links | p. 169 |
10.2 Hierarchies and Transformations | p. 172 |
10.3 Groups of Objects | p. 177 |
10.4 Animation | p. 184 |
10.5 Comments and References | p. 188 |
11 Viewing and Camera Transformations | p. 191 |
11.1 The Viewing Process | p. 191 |
11.2 Viewing Transformations | p. 198 |
11.3 Viewing Specification | p. 206 |
11.4 Comments and References | p. 209 |
12 Surface Clipping for Viewing | p. 211 |
12.1 Foundations of the Clipping Operation | p. 211 |
12.2 Clipping Trivial Cases | p. 212 |
12.3 Two-Step Clipping | p. 214 |
12.4 Sequential Clipping | p. 218 |
12.5 Comments of References | p. 222 |
13 Rasterization | p. 225 |
13.1 Foundations of Rasterization | p. 225 |
13.2 Incremental Methods | p. 226 |
13.3 Rasterization by Subdivision | p. 231 |
13.4 Comments and References | p. 233 |
14 Visible Surface Calculation | p. 237 |
14.1 Foundations | p. 237 |
14.2 Z-Buffer | p. 240 |
14.3 Ray Tracing | p. 241 |
14.4 The Painter's Algorithm | p. 244 |
14.5 Other Visibility Methods | p. 246 |
14.6 Comments and References | p. 248 |
15 Local Illumination Models | p. 251 |
15.1 Foundations | p. 251 |
15.2 Light Sources | p. 255 |
15.3 Local Illumination | p. 259 |
15.4 Materials | p. 261 |
15.5 Specification in the Language | p. 262 |
15.6 Comments and References | p. 264 |
16 Global Illumination | p. 267 |
16.1 Illumination Model | p. 267 |
16.2 Ray Tracing Method | p. 272 |
16.3 The Radiosity Method | p. 278 |
16.4 Comments and References | p. 286 |
17 Mapping Techniques | p. 289 |
17.1 Foundations | p. 289 |
17.2 Texture Function | p. 291 |
17.3 Texture Mapping | p. 294 |
17.4 Bump Mapping | p. 296 |
17.5 Reflection Mapping | p. 298 |
17.6 Light Sources Mapping | p. 299 |
17.7 Comments and References | p. 301 |
18 Shading | p. 303 |
18.1 Shading Function Sampling and Reconstruction | p. 303 |
18.2 Sampling Methods | p. 303 |
18.3 Basic Reconstruction Methods | p. 304 |
18.4 Reconstruction of Texture Attributes | p. 307 |
18.5 Imaging | p. 311 |
18.6 Comments and References | p. 312 |
19 3D Graphics Systems | p. 313 |
19.1 System A | p. 313 |
19.2 System B | p. 317 |
19.3 System C | p. 320 |
19.4 Projects | p. 324 |
Bibliography | p. 329 |
Index | p. 333 |