Practical Algorithms for 3D Computer Graphics (2nd Ed.)
Auteur : Ferguson R. Stuart
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 OpenFX
The 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.
Date de parution : 02-2014
19.1x23.5 cm
Date de parution : 10-2017
19.1x23.5 cm
Thème de Practical Algorithms for 3D Computer Graphics :
Mots-clés :
GPU Program; Texture Coordinates; algorithms in 3D computer graphics software; Triangular Polygons; Core OpenGL and OpenGL ES; Game Developers; 3D computer animation; modeling; and image synthesis; Fragment Shader; construction of polygonal models of real and imaginary objects; Surface Normal Vector; rigid body animation and hierarchical character animation; Vertex Shader; rendering pipeline for the synthesis of realistic images; Ray Tracing; real-time 3D programming using OpenGL; Particle System; 3D graphics for mobile devices; GPU Shader; OpenFX for 3D graphics; Typedef Struct; techniques for rendering hair and fur; Shader Program; marching cubes; Shadow Map; 3D graphics for iOS and Android; API Function; Procedural Textures; Noise Function; Spline Curve; Smart Phones; Inverse Kinematics; Depth Buffer; Rotate Round; Polygonal Facet; FBO; Texture Cell; Vertex List