Foundations of 3D computer graphics:
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Cambridge, Mass.
MIT Press
2012
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | XVI, 273 S. Ill., graph. Darst. |
ISBN: | 9780262017350 |
Internformat
MARC
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245 | 1 | 0 | |a Foundations of 3D computer graphics |c Steven J. Gortler |
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300 | |a XVI, 273 S. |b Ill., graph. Darst. | ||
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Datensatz im Suchindex
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adam_text | Titel: Foundations of 3D computer graphics
Autor: Gortler, Steven J
Jahr: 2012
Contents
Preface xiii
GETTING STARTED 1
Introduction 3
1.1 OpenGL 3
Exercises 8
Linear 9
2.1 Geometric Data Types 9
2.2 Vectors, Coordinate Vectors, and Bases 11
2.3 Linear Transformations and 3 by 3 Matrices 12
2.4 Extra Structure 15
2.5 Rotations 17
2.6 Scales 19
Exercises 20
Affine 21
3.1 Points and Frames 21
3.2 Affine Transformations and 4 by 4 Matrices 22
3.3 Applying Linear Transformations to Points 24
3.4 Translations 25
3.5 Putting Them Together 25
3.6 Normals 26
Exercise 28
Respect 29
4.1 The Frame Is Important 29
4.2 Multiple Transformations 31
Exercises 33
Frames in Graphics 35
5.1 World, Object, and Eye Frames 35
5.2 Moving Things Around 36
Contents
5.3 Scales 39
5.4 Hierarchy 40
Exercises 43
6 Hello World 3D 45
6.1 Coordinates and Matrices 45
6.2 Drawing a Shape 46
6.3 The Vertex Shader 51
6.4 What Happens Next 52
6.5 Placing and Moving with Matrices 53
Exercises 54
M ROTATIONS AND INTERPOLATION 57
7 Quaternions (a Bit Technical) 59
7.1 Interpolation 59
7.2 The Representation 63
7.3 Operations 64
7.4 Power 65
7.5 Code 68
7.6 Putting Back the Translations 68
Exercises 72
8 Balls: Track and Arc 73
8.1 The Interfaces 73
8.2 Properties 74
8.3 Implementation 75
Exercise 75
9 Smooth Interpolation 77
9.1 Cubic Bezier Functions 77
9.2 Catmull-Rom Splines 80
9.3 Quaternion Splining 82
9.4 Other Splines 82
9.5 Curves in Space 83
Exercises 85
III CAMERAS AND RASTERIZATION 87
10 Projection 89
10.1 Pinhole Camera 89
10.2 Basic Mathematical Model 91
10.3 Variations 92
10.4 Context 98
Exercises 98
Contents
11 Depth 101
11.1 Visibility 101
11.2 Basic Mathematical Model 102
11.3 Near and Far 105
11.4 Code 107
Exercises 108
12 From Vertex to Pixel 109
12.1 Clipping 109
12.2 Backface Culling 113
12.3 Viewport 114
12.4 Rasterization 116
Exercises 118
13 Varying Variables (Tricky) 119
13.1 Motivating the Problem 119
13.2 Rational Linear Interpolation 121
Exercises 123
IV PIXELS AND SUCH 125
14 Materials 127
14.1 Basic Assumptions 127
14.2 Diffuse 130
14.3 Shiny 131
14.4 Anisotropy 133
Exercise 136
15 Texture Mapping 137
15.1 Basic Texturing 137
15.2 Normal Mapping 139
15.3 Environment Cube Maps 140
15.4 Projector Texture Mapping 141
15.5 Multipass 144
Exercise 148
16 Sampling 149
16.1 Two Models 149
16.2 The Problem 150
16.3 The Solution 150
16.4 Alpha 155
Exercise 160
17 Reconstruction 161
17.1 Constant 161
17.2 Bilinear 162
Contents
17.3 Basis Functions 163
Exercises 165
18 Resampling 167
18.1 Ideal Resampling 167
18.2 Blow Up 169
18.3 MipMap 169
V ADVANCED TOPICS 173
19 Color 175
19.1 Simple Biophysical Model 175
19.2 Mathematical Model 180
19.3 Color Matching 183
19.4 Bases 185
19.5 Reflection Modeling 187
19.6 Adaptation 190
19.7 Nonlinear Color 191
Exercises 195
20 What Is Ray Tracing? 197
20.1 Loop Ordering 197
20.2 Intersection 199
20.3 Secondary Rays 201
Exercises 202
21 Light (Technical) 205
21.1 Units 205
21.2 Reflection 210
21.3 Light Simulation 214
21.4 Sensors 221
21.5 Integration Algorithms 222
21.6 More General Effects 224
Exercises 225
22 Geometric Modeling: Basic Intro 227
22.1 Triangle Soup 227
22.2 Meshes 227
22.3 Implicit Surfaces 229
22.4 Volume 231
22.5 Parametric Patches 231
22.6 Subdivision Surfaces 232
Exercises 237
Contents
23 Animation: Not Even an Introduction 239
23.1 Interpolation 239
23.2 Simulation 241
23.3 Human Locomotion 246
Exercise 246
APPENDIXES 247
A Hello World 2D 249
A.1 APIs 249
A.2 Main Program 250
A.3 Adding Some Interaction 257
A.4 Adding a Texture 259
A.5 What s Next 261
Exercises 262
B Affine Functions 263
B.1 2D Affine 263
B.2 3D Affine 264
B.3 Going Up 264
B.4 Going Down 265
B.5 Going Sideways 265
Exercises 266
References 267
Index 271
|
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illustrated | Illustrated |
indexdate | 2024-07-10T00:23:15Z |
institution | BVB |
isbn | 9780262017350 |
language | English |
lccn | 2011040567 |
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spelling | Gortler, Steven J. Verfasser aut Foundations of 3D computer graphics Steven J. Gortler Cambridge, Mass. MIT Press 2012 XVI, 273 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index Computer graphics Three-dimensional display systems Dreidimensionale Computergrafik (DE-588)4133691-4 gnd rswk-swf Dreidimensionale Computergrafik (DE-588)4133691-4 s DE-604 HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=025255486&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | Gortler, Steven J. Foundations of 3D computer graphics Computer graphics Three-dimensional display systems Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
subject_GND | (DE-588)4133691-4 |
title | Foundations of 3D computer graphics |
title_auth | Foundations of 3D computer graphics |
title_exact_search | Foundations of 3D computer graphics |
title_full | Foundations of 3D computer graphics Steven J. Gortler |
title_fullStr | Foundations of 3D computer graphics Steven J. Gortler |
title_full_unstemmed | Foundations of 3D computer graphics Steven J. Gortler |
title_short | Foundations of 3D computer graphics |
title_sort | foundations of 3d computer graphics |
topic | Computer graphics Three-dimensional display systems Dreidimensionale Computergrafik (DE-588)4133691-4 gnd |
topic_facet | 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=025255486&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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