Practical algorithms for 3D computer graphics. ([2014])
- Record Type:
- Book
- Title:
- Practical algorithms for 3D computer graphics. ([2014])
- Main Title:
- Practical algorithms for 3D computer graphics
- Further Information:
- Note: Stuart Ferguson.
- Other Names:
- Ferguson, R. Stuart (Robin Stuart), 1953-
- Contents:
- 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 faces; Finding 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 Visualization; Radiometric 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;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 faces; Finding 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 Visualization; Radiometric 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: OpenFX; Using 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 … (more)
- Publisher Details:
- Boca Raton : CRC Press
- Publication Date:
- 2014
- Extent:
- 1 online resource (xi, 507 pages), illustrations
- Subjects:
- 006.6/93
Computer graphics
Computer animation
Computer algorithms
Three-dimensional display systems
Computer algorithms
Computer animation
Computer graphics
Three-dimensional display systems
COMPUTERS / Computer Graphics
COMPUTERS / Programming / Games
MATHEMATICS / Advanced
Electronic books - Languages:
- English
- ISBNs:
- 1322631379
9781322631370
9781466582538
1466582537 - Related ISBNs:
- 9781466582521
- Notes:
- Note: Includes bibliographical references (pages 499-503) and index.
Note: Print version record. - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.144130
- Ingest File:
- 01_109.xml