Practical Algorithms for 3D Computer Graphics - Softcover

Ferguson, R. Stuart

 
9781568811543: Practical Algorithms for 3D Computer Graphics

Synopsis

This book introduces the key algorithms that lie at the heart of all computer graphics software packages in a way that they can readily be put to use. Where possible, the algorithms are accompanied by practical useful computer codes. The book begins with the fundamental coordinate geometry and other mathematical ideas that lie at the heart of nearly all of the algorithms. The author takes a step-by-step approach to the design of rendering algorithms from the fastest scanline Z-buffer procedure to the high-quality ray-traced approach. The book includes several chapters devoted to building real-time 3D viewing and animation programs for the Windows operating system using Visual C++.

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Review

" Practical Algorithms for 3D Computer Graphics is a superb introduction to, and continuingly useful reference work for, anyone involved with the development of computer games, movie animation, and graphics programming. -Reviewer's Bookwatch, November 2001
The general tone of the book allows it to be used as a resource to empower the imagination of graphics programmers and students. -CHOICE Magazine, March 2002"

Synopsis

This title should provide the tools for creating a complete suite of programs for three-dimensional computer animation, modelling, and image synthesis. The text takes the reader from the construction of polygonal models of objects through rigid body animation into hierarchial character animation, and finally down the rendering pipeline for the synthesis of realistic images. The first part of the book, Basic Principles, covers the key concepts of 3D compter graphics. The second part of the book is intended for the professional "plugin" and game engine developer and provides a collection of useful algorithms. The algorithms are introduced in such a way that they can be put readily into practice; where possible, the algorithms are accompanied by computer code. The final part of the book is devoted to sample programs produced with the widely available 3D graphics libraries, OpenGL and Direct 3D. The book should be useful for anyone who wants to learn about 3D graphics programming, game programmers, movie animators, and anyone beginning a career in an industry associated with computer graphics. It also serves as a reference to a wide range of practical algorithms.

The level extends to the needs of more experienced professional software developers, for example those who wish to write plugin modules for any 3D application program or commercially available game engine.

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