Practical algorithms for 3D computer graphics:
CD-ROM contains: Sample programs -- Sample code -- Animations.
Gespeichert in:
1. Verfasser: | |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Natick, Mass.
Peters
2001
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | CD-ROM contains: Sample programs -- Sample code -- Animations. |
Beschreibung: | XII, 539 S. 1 CD-ROM (12 cm) |
ISBN: | 1568811543 |
Internformat
MARC
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245 | 1 | 0 | |a Practical algorithms for 3D computer graphics |c R. Stuart Ferguson |
264 | 1 | |a Natick, Mass. |b Peters |c 2001 | |
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650 | 4 | |a Computer animation | |
650 | 4 | |a Computer graphics | |
650 | 4 | |a Three-dimensional display systems | |
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Datensatz im Suchindex
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adam_text | PRACTICAL ALGORITHMS FOR 3D COMPUTER GRAPHICS R. STUART FERGUSON THE
QUEEN S UNIVERSITY OF BELFAST R * * PETERS NATICK, MASSACHUSETTS
CONTENTS PREFACE IX PART I BASIC PRINCIPLES 1 1 INTRODUCTION 3 1.1 A
NOTE ON MATHEMATICS FOR 3D COMPUTER GRAPHICS 5 1.2 GETTING UP TO SPEED 5
1.3 USING THE ACCOMPANYING SOFTWARE 6 1.4 WHERE DO YOU WANT TO GO
TOMORROW? 7 2 BASIC THEORY AND MATHEMATICAL RESULTS 9 2.1 COORDINATE
SYSTEMS 9 2.2 VECTORS 12 2.3 THE LINE 13 2.4 THE PLANE 14 2.5
INTERSECTION OF A LINE AND A PLANE 15 2.6 CLOSEST DISTANCE OF A POINT
FROM A LINE 16 2.7 CLOSEST DISTANCE OF APPROACH BETWEEN TWO LINES 17 2.8
REFLECTION IN A PLANE 18 2.9 REFRACTION AT A PLANE 19 2.10 INTERSECTION
OF A LINE WITH PRIMITIVE SHAPES 21 2.11 TRANSFORMATIONS 23 2.12
PARAMETRIC CURVES 36 2.13 INTERPOLATION 38 2.14 BEZIER CURVES 42 2.15
CUBIC SPLINES 46 2.16 A SPLINE IN ONE DIMENSION 48 2.17 ANGULAR
INTERPOLATION*QUATERNIONS 51 V VI CONTENTS 3 DATA STRUCTURES FOR 3D
GRAPHICS 63 3.1 STRUCTURE ADDRESSING CONVENTIONS 65 3.2 LINKED LISTS OR
ARRAYS OF STRUCTURES? 67 3.3 ALGORITHMS FOR EDITING ARRAYS OF STRUCTURES
69 3.4 MAKING AN EDGE LIST FROM A LIST OF POLYGONAL FACES 73 3.5
HIERARCHICAL MODELS 75 3.6 FINDING ADJACENT POLYGONS 77 3.7 FINDING
POLYGONS ADJACENT TO EDGES 79 3.8 A DATA STRUCTURE FOR IMAGE PROCESSING
85 4 FAST REALISTIC RENDERING 87 4.1 THE BASIC RENDERING ALGORITHM 88
4.2 WIREFRAME DRAWING 90 4.3 HIDDEN SURFACE DRAWING 93 4.4 THE PAINTER S
ALGORITHM 98 4.5 THE Z BUFFER HIDDEN SURFACE ALGORITHM 100 4.6 THE
SCANLINE Z BUFFER ALGORITHM 104 4.7 HIDDEN LINE DRAWING 105 4.8 CULLING
AND CLIPPING HI 4.9 ANTI-ALIASING 116 4.10 LIGHTING 122 4.11 SHADING 128
4.12 PSEUDO SHADOWS 136 4.13 SURFACE TEXTURING 141 4.14 IMAGE MAPPING
147 4.15 TRICKS AND TIPS 155 5 RAY-TRACED REALISTIC RENDERING 159 5.1
THE STANDARD RAY-TRACING ALGORITHM 160 5.2 OPTIMIZATION 164 5.3
MULTI-THREADING AND PARALLEL PROCESSING 178 6 COMPUTER ANIMATION 181 6.1
KEYFRAMES*TWEENING 181 6.2 ANIMATING RIGID MOTION 183 6.3 CHARACTER
ANIMATION 198 6.4 INVERSE KINEMATICS 211 6.5 PHYSICAL ANIMATION 231
CONTENTS VII PART II PRACTICAL ALGORITHMS: MODELING, VIDEO PROCESSING
AND PROCEDURAL TEXTURES 241 7 MODELING WITH POLYGONAL DATASETS 243 7.1
TRIANGULATING POLYGONS 244 7.2 TRIANGULATING POLYGONS WITH HOLES 254 7.3
SUBDIVIDING POLYGONAL FACETS 261 7.4 LOFTING 264 7.5 SURFACES OF
REVOLUTION 270 7.6 BEVELING 272 7.7 ORIENTING SURFACE NORMALS 276 7.8
DELAUNAY TRIANGULATION 279 7.9 BOOLEAN MODELING 286 7.10 TEXTURE
COORDINATES 304 7.11 BUILDING PRIMITIVES 311 8 IMAGE AND VIDEO
PROCESSING 315 8.1 A DATA STRUCTURE FOR IMAGE PROCESSING 316 8.2 BASIC
FUNCTIONS FOR DRAWING IN A FRAMEBUFFER 319 8.3 FILTERING IMAGES 321 8.4
EFFECTS USING THE Z BUFFER 329 8.5 VIDEO EFFECTS 338 9 ALGORITHMS FOR
PROCEDURAL TEXTURES 355 9.1 A STANDARD INTERFACE 356 9.2 REGULAR DOTS
363 9.3 REGULAR BUMPS 367 9.4 TEXTURES DERIVED FROM THE NOISE FUNCTIONS
373 9.5 REGULAR DOTS PERTURBED BY NOISE 379 9.6 RANDOM DOTS AND CRYSTALS
383 9.7 SHARPLY EDGED FEATURES 387 9.8 ROUGH SURFACES 389 9.9 STUCCO
SURFACES 392 9.10 LEATHER AND CAULIFLOWER 394 PART III REAL-TIME 3D
GRAPHICS FOR WINDOWS 397 10 3D GRAPHICS WITH OPENGL 399 10.1 THE EXAMPLE
APPLICATION 401 VIII CONTENTS 11 3D GRAPHICS WITH DIRECT3D 439 11.1 THE
COMPONENT OBJECT MODEL 441 11.2 DIRECT3D RETAINED MODE 443 11.3 STARTING
THE PROJECT 444 11.4 THE CD3DVIEW CLASS HEADER FILE 445 11.5 SETTING UP
DIRECT3D 448 11.6 ESSENTIAL MESSAGE HANDLING 456 11.7 ENHANCING THE
DIRECT3D EXAMPLE 465 11.8 ANIMATION IN DIRECT3D 479 12 A MOVIE PLAYER
USING DIRECTDRAW 499 12.1 THE MAIN PROGRAM 502 12.2 READING AND DECODING
AN AVI FILE 515 12.3 READING FLIC FILES 520 APPENDIX ADDITIONAL
MATHEMATICAL RESULTS 523 A. 1 THE INTERSECTION OF A LINE WITH NON-PLANAR
PRIMITIVE SHAPES . . 523 A.2 SOME OTHER USEFUL NON-GEOMETRIC
MATHEMATICAL RESULTS .... 531 INDEX 535
|
any_adam_object | 1 |
author | Ferguson, Robin Stuart |
author_facet | Ferguson, Robin Stuart |
author_role | aut |
author_sort | Ferguson, Robin Stuart |
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building | Verbundindex |
bvnumber | BV014092873 |
callnumber-first | T - Technology |
callnumber-label | T385 |
callnumber-raw | T385 |
callnumber-search | T385 |
callnumber-sort | T 3385 |
callnumber-subject | T - General Technology |
classification_rvk | ST 320 |
ctrlnum | (OCoLC)248143498 (DE-599)BVBBV014092873 |
dewey-full | 006.6/9 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.6/9 |
dewey-search | 006.6/9 |
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dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Book |
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illustrated | Not Illustrated |
indexdate | 2024-07-09T18:57:31Z |
institution | BVB |
isbn | 1568811543 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-009654424 |
oclc_num | 248143498 |
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owner_facet | DE-20 |
physical | XII, 539 S. 1 CD-ROM (12 cm) |
publishDate | 2001 |
publishDateSearch | 2001 |
publishDateSort | 2001 |
publisher | Peters |
record_format | marc |
spelling | Ferguson, Robin Stuart Verfasser aut Practical algorithms for 3D computer graphics R. Stuart Ferguson Natick, Mass. Peters 2001 XII, 539 S. 1 CD-ROM (12 cm) txt rdacontent n rdamedia nc rdacarrier CD-ROM contains: Sample programs -- Sample code -- Animations. Computer algorithms Computer animation Computer graphics Three-dimensional display systems Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 s DE-604 GBV Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009654424&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Ferguson, Robin Stuart Practical algorithms for 3D computer graphics Computer algorithms Computer animation Computer graphics Three-dimensional display systems Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
subject_GND | (DE-588)4133691-4 |
title | Practical algorithms for 3D computer graphics |
title_auth | Practical algorithms for 3D computer graphics |
title_exact_search | Practical algorithms for 3D computer graphics |
title_full | Practical algorithms for 3D computer graphics R. Stuart Ferguson |
title_fullStr | Practical algorithms for 3D computer graphics R. Stuart Ferguson |
title_full_unstemmed | Practical algorithms for 3D computer graphics R. Stuart Ferguson |
title_short | Practical algorithms for 3D computer graphics |
title_sort | practical algorithms for 3d computer graphics |
topic | Computer algorithms Computer animation Computer graphics Three-dimensional display systems Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
topic_facet | Computer algorithms Computer animation Computer graphics Three-dimensional display systems Dreidimensionale Computergrafik |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=009654424&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT fergusonrobinstuart practicalalgorithmsfor3dcomputergraphics |