Design and Implementation of 3D Graphics Systems

Design and Implementation of 3D Graphics Systems

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Features

  • Presents practical aspects of 3D computer graphics at an introductory level
  • Focuses on fundamental algorithms and the implementation problems associated with them
  • Explores the relationship between the various components of a graphics system
  • Describes geometric modeling and image synthesis
  • Enables readers to practice with the techniques
  • Provides routine libraries, examples, and other supplemental materials on the book’s website

Summary

Design and Implementation of 3D Graphics Systems covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural aspects of interactive graphics, geometric modeling, rendering techniques, the graphics pipeline, and the architecture of 3D graphics systems. The text describes basic 3D computer graphics algorithms and their implementation in the C language. The material is complemented by library routines for constructing graphics systems, which are available for download from the book’s website. This book, along with its companion Computer Graphics: Theory and Practice, gives readers a full understanding of the principles and practices of implementing 3D graphics systems.

Table of Contents

Introduction
Computer Graphics
Scope and Applications
Methodology
System Architecture
Implementation and Extensions
Implementation Paradigm
Graphic Standards
Advanced Applications and Future Studies
Content
Supplemental Material

Objects and Graphics Devices
Graphics Objects
Graphic Devices and Representation
Classification of Graphics Devices
Graphics Workstations
The GP Graphics Package
Comments and References

Interaction and Graphical Interfaces
Creating Interactive Programs
Interaction Fundamentals
Interaction Mechanisms
Interface Objects
Toolkits
Polygon Line Editor
Review
Comments and References

Geometry
Geometry for Computer Graphics
Euclidean Space
Transformations in Euclidean Space
Projective Space
Projective Transformations in RP3
Transformations of Geometric Objects
Comments and References

Color
Color Foundations
Device Color Systems
Color Specification Systems
Discretizing the Color Solid
Comments and References

Digital Image
Foundations
Format of the Image Representation
Image Coding
Comments and References

Description of 3D Scenes
3D Scenes
Language Concepts
An Extension Language
Sublanguages and Applications
Comments and References

3D Geometric Models
Foundations of Modeling
Geometric Primitives
Approximation of Surfaces and Polygonal Meshes
Polygonal Surfaces
Comments and References

Modeling Techniques
Foundations of Modeling Systems
Constructive Models
Generative Modeling
Comments and References

Hierarchies and Articulated Objects
Geometric Links
Hierarchies and Transformations
Groups of Objects
Animation
Comments and References

Viewing and Camera Transformations
The Viewing Process
Viewing Transformations
Viewing Specification
Comments and References

Surface Clipping for Viewing
Foundations of the Clipping Operation
Clipping Trivial Cases
Two-Step Clipping
Sequential Clipping
Comments of References

Rasterization
Foundations of Rasterization
Incremental Methods
Rasterization by Subdivision
Comments and References

Visible Surface Calculation
Foundations
Z-Buffer
Ray Tracing
The Painter’s Algorithm
Other Visibility Methods
Comments and References

Local Illumination Models
Foundations
Light Sources
Local Illumination
Materials
Specification in the Language
Comments and References

Global Illumination
Illumination Model
Ray Tracing Method
The Radiosity Method
Comments and References

Mapping Techniques
Foundations
Texture Function
Texture Mapping
Bump Mapping
Reflection Mapping
Light Sources Mapping
Comments and References

Shading
Shading Function Sampling and Reconstruction
Sampling Methods
Basic Reconstruction Methods
Reconstruction of Texture Attributes
Imaging
Comments and References

3D Graphics Systems
System A
System B
System C
Projects

Bibliography

Index

Author Bio(s)

 
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