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Library | Item Barcode | Call Number | Material Type | Item Category 1 | Status |
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Searching... | 30000010334681 | T385 F48 2014 | Open Access Book | Book | Searching... |
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Summary
Summary
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 OpenFXThe 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.
Reviews 1
Choice Review
Originally written for graduate students, this book is clear and comprehensive enough to serve advanced undergraduates and professional programmers. Ferguson discusses a wide variety of mathematical and practical methods for rendering and animation. Chapter 1 treats the mathematical background: coordinate systems including homogeneous coordinates and transformations using matrices as well as methods for computing the intersections of figures. Splines and quaternions are also presented. Rendering, texture generation, animation, and modeling methods are discussed with both mathematical and program codes. Its coverage is broader than that of R. Parent's Computer Animation: Algorithms and Techniques (CH, Mar'02), which emphasizes modeling and motion more than rendering. Ferguson also includes a CD-ROM that provides source code from the book as well as some movie files that illustrate animation methods. Ferguson's book contains numerous figures, though all in black and white (whereas some of Parent's are in color). Ferguson contains two advanced parts that discuss modeling, video, and texture, and real-time 3D graphics for Windows. These parts support advanced readers who might be working in game development or graphics software systems. The general tone of the book allows it to be used as a resource to empower the imagination of graphics programmers and students. Upper-division undergraduates through professionals. S. L. Tanimoto University of Washington
Table of Contents
Basic Principles: Introduction |
Basic Theory and Mathematical Results |
Data Structures for 3D Graphics |
Fast Realistic Rendering |
Realistic Rendering |
Computer Animation |
Practical Algorithms: Modeling And Procedural Shaders: Modeling with Polygonal Datasets |
Algorithms for Procedural Shaders |
Real-Time 3D Grpahics: 3D Graphics with OpenGL |
3D Graphics for Mobile Devices |
The OpeneSource 3D Modeling, Animation, and Visualization Package OpenFX |
Appendix |