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Learning Computer Graphics

Autor Shalini Govil-Pai, Rajesh Pai
en Limba Engleză Paperback – 14 dec 1998
• Modeling - creating objects in three-dimensional space. • Animation - assigning a time-varying geometry and behavior to the modeled object. • Rendering - creating a photorealistic image of the modeled object. • Image Manipulation - enhancing rendered images to produce desired special effects. This book is organized to give the reader a clear and concise over­ view of the above basic principles in computer graphics. New concepts introduced in a chapter are illustrated by hands-on projects using the software provided. The chapters are organized as described below: Chapter 1 providesanoverviewofcomputergraphics (CG) andhow it has evolved. It includes an introduction to computer graphics ter­ minology and definitions. Chapter 2 describes what modeling means in CG. The concept of wire frame models is elucidated. Basic models (sphere, cube, cylinder, cone, polygon) are covered and an insight into polygonal representa­ tions of other complex objects is also provided. The projects included in this chapter involve use of modeling concepts leamed in the chapter. Chapter 3 discusses animation in detail. Principles of frame ani­ mation and real time animation are explained. The reader is given the opportunity to animate the modeled objects from Chapter 2. Chapter 4 covers rendering of the wire frame objects created in Chapter 2. The fundamentals oflighting, shading, and texture mapping are discussed. The objects created in Chapter 2 are rendered by the user and the complete animation is seen in a rendered form.
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Specificații

ISBN-13: 9780387948980
ISBN-10: 0387948988
Pagini: 152
Ilustrații: XI, 152 p. 59 illus., 16 illus. in color. With CD-ROM.
Dimensiuni: 178 x 254 x 10 mm
Greutate: 0.34 kg
Ediția:Softcover Reprint of the Original 1st 1998 edition
Editura: Springer
Locul publicării:New York, NY, United States

Public țintă

Lower undergraduate

Cuprins

1 Introduction.- 1.1 The Basics.- 1.2 Summary.- 2 Modeling.- 2.1 Introduction.- 2.2 Cartesian Coordinates.- 2.3 Three Dimensional Modeling.- 2.4 Primitive Shapes.- 2.5 Drawing Objects on the Screen.- 2.6 Transformations.- 2.7 Hierarchy of Objects.- 2.8 Advanced Modeling.- 2.9 Summary.- 3 Animation.- 3.1 Introduction.- 3.2 Traditional Animation.- 3.3 Concepts in 3D Computer Animation.- 3.4 Animating Snowy, the Snowman.- 3.5 Principles of Traditional Animation (In the Realm of Computer Animation).- 3.6 Viewpoint Animation.- 3.7 Advanced Animation Techniques.- 3.8 Summary.- 4 Rendering.- 4.1 Introduction.- 4.2 Hidden Surface Removal.- 4.3 Lights.- 4.4 Surface Materials.- 4.5 Shading Algorithm.- 4.6 Texture Mapping.- 4.7 The Snowy Animation.- 4.8 Summary.- 5 Postproduction.- 5.1 Introduction.- 5.2 The Images.- 5.3 Image Enhancement.- 5.4 Special Effects.- 5.5 Summary.- 6 The Future.- Appendix A.- Appendix B.- Appendix C.