Foundations of 3D Computer Graphics
- Length: 296 pages
- Edition: 1
- Language: English
- Publisher: The MIT Press
- Publication Date: 2012-07-13
- ISBN-10: 0262017350
- ISBN-13: 9780262017350
- Sales Rank: #983365 (See Top 100 Books)
Computer graphics technology is an amazing success story. Today, all of our PCs are capable of producing high-quality computer-generated images, mostly in the form of video games and virtual-life environments; every summer blockbuster movie includes jaw-dropping computer generated special effects. This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics, and covers such topics as understanding and manipulating 3D geometric transformations, camera transformations, the image-rendering process, and materials and texture mapping. It also touches on advanced topics including color representations, light simulation, dealing with geometric representations, and producing animated computer graphics.
The book takes special care to develop an original exposition that is accessible and concise but also offers a clear explanation of the more difficult and subtle mathematical issues. The topics are organized around a modern shader-based version of OpenGL, a widely used computer graphics application programming interface that provides a real-time “rasterization-based” rendering environment. Each chapter concludes with exercises. The book is suitable for a rigorous one-semester introductory course in computer graphics for upper-level undergraduates or as a professional reference. Readers should be moderately competent programmers and have had some experience with linear algebra. After mastering the material presented, they will be on the path to expertise in an exciting and challenging field.
Table of Contents
Part 1. Getting Started
Chapter 1 Introduction
Chapter 2 Linear
Chapter 3 Affine
Chapter 4 Respect
Chapter 5 Frames In Graphics
Chapter 6 HelloWorld 3D
Part 2. Rotations and Interpolation
Chapter 7 Quaternions (a bit technical)
Chapter 8 Balls: Track and Arc
Chapter 9 Smooth Interpolation
Part 3. Cameras and Rasterization
Chapter 10 Projection
Chapter 11 Depth
Chapter 12 From Vertex to Pixel
Chapter 13 Varying Variables (Tricky)
Part 4. Pixels and Such
Chapter 14 Materials
Chapter 15 Texture Mapping
Chapter 16 Sampling
Chapter 17 Reconstruction
Chapter 18 Resampling
Part 5. Advanced Topics
Chapter 19 Color
Chapter 20 What is Ray Tracing
Chapter 21 Light (technical)
Chapter 22 GeometricModeling: Basic Intro
Chapter 23 Animation: Not Even an Introduction
A HelloWorld 2D
B Affine Functions
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