3D Computer Graphics / Edition 3

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Overview

The third edition of this book continues to focus on the 3D aspects of computer graphics, and reflects the growing demand for real-time applications such as games and virtual reality. It also includes new material on Visualization in Scientific Computing and graphics standards such as PHIGS. It deals with the processes involved in converting a mathematical or geometric description of an object -- a computer graphics model -- into a visualization -- a two-dimensional projection -- that simulates the appearance of a real object. Alan Watt provides students with a knowledge of complex and emerging topics in the field of computer graphics, including advances in rendering and new material on animation. This is an appropriate text for a first course on computer graphics at the Junior, Senior or graduate level.

Features

  • NEW! Chapter on Advanced Radiosity
  • NEW! Chapter on Animation
  • NEW! Chapter on Precalculation Techniques
  • NEW! Material about real-time applications for high complexity, such as progressive mesh optimization, BSP tree, precalculation techniques, and photo-modeling techniques
  • Enhanced coverage of advances in rendering
  • Complete revision of material on animation
  • Includes a CD-ROM with a 400 image study and several computer graphics programs

0201398559B04062001

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Product Details

  • ISBN-13: 9780201398557
  • Publisher: Addison-Wesley
  • Publication date: 12/6/1999
  • Edition description: 3RD BK&CDR
  • Edition number: 3
  • Pages: 624
  • Product dimensions: 7.60 (w) x 9.30 (h) x 1.40 (d)

Meet the Author

Alan Watt is a lecturer in Computer Science at the University of Sheffield.

0201398559AB04062001

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Table of Contents

1. Mathematical fundamentals of computer graphics
2. Representation and modelling of 3D objects (1)
3. Representation and modelling of 3D objects (2)
4. Representation and rendering
5. The graphics pipeline (1) geometric operations
6. The graphics pipeline (2) rendering or algorithmic processes
7. Simulating light-object interaction: local reflection models
8. Mapping techniques
9. Geometric shadows
10. Global illumination
11. The radiosity method
12. Ray tracing strategies
13. Volume rendering
14. Anti-aliasing theory and practice
15. Colour and computer graphics
16. Image-based rendering and photo-modelling
17. Computer animation
18. Comparative image study

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