An Introduction to Splines for Use in Computer Graphics and Geometric Modeling

An Introduction to Splines for Use in Computer Graphics and Geometric Modeling

Author: Richard H. Bartels

Publisher: Morgan Kaufmann

Published: 1995-09

Total Pages: 504

ISBN-13: 9781558604001

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As the field of computer graphics develops, techniques for modeling complex curves and surfaces are increasingly important. A major technique is the use of parametric splines in which a curve is defined by piecing together a succession of curve segments, and surfaces are defined by stitching together a mosaic of surface patches. An Introduction to Splines for Use in Computer Graphics and Geometric Modeling discusses the use of splines from the point of view of the computer scientist. Assuming only a background in beginning calculus, the authors present the material using many examples and illustrations with the goal of building the reader's intuition. Based on courses given at the University of California, Berkeley, and the University of Waterloo, as well as numerous ACM Siggraph tutorials, the book includes the most recent advances in computer-aided geometric modeling and design to make spline modeling techniques generally accessible to the computer graphics and geometric modeling communities.


Fundamentals of Computer Graphics

Fundamentals of Computer Graphics

Author: Peter Shirley

Publisher: CRC Press

Published: 2009-07-21

Total Pages: 792

ISBN-13: 1498760465

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With contributions by Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, Brian Wyvill. The third edition of this widely adopted text gives students a comprehensive, fundamental introduction to computer graphics. The authors present the mathematical fo


Introduction to Implicit Surfaces

Introduction to Implicit Surfaces

Author: Jules Bloomenthal

Publisher: Morgan Kaufmann

Published: 1997-08

Total Pages: 360

ISBN-13: 9781558602335

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Implicit surfaces offer special effects animators, graphic designers, CAD engineers, graphics students, and hobbyists a new range of capabilities for the modeling of complex geometric objects. In contrast to traditional parametric surfaces, implicit surfaces can easily describe smooth, intricate, and articulatable shapes. These powerful yet easily understood surfaces are finding use in a growing number of graphics applications. This comprehensive introduction develops the fundamental concepts and techniques of implicit surface modeling, rendering, and animating in terms accessible to anyone with a basic background in computer graphics. + provides a thorough overview of implicit surfaces with a focus on their applications in graphics + explains the best methods for designing, representing, and visualizing implicit surfaces + surveys the latest research With contributions from seven graphics authorities, this innovative guide establishes implicit surfaces as a powerful and practical tool for animation and rendering.


Advanced Graphics Programming Using OpenGL

Advanced Graphics Programming Using OpenGL

Author: Tom McReynolds

Publisher: Elsevier

Published: 2005-02-17

Total Pages: 673

ISBN-13: 0080475728

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Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques—beyond those learned in introductory computer graphics texts—is not as easy to come by as inexpensive hardware. This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques—those that don't require esoteric hardware or custom graphics libraries—that are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs. - Emphasizes the algorithmic side of computer graphics, with a practical application focus, and provides usable techniques for real world problems. - Serves as an introduction to the techniques that are hard to obtain outside of an intensive computer graphics work environment. - Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others.


Modeling in Computer Graphics

Modeling in Computer Graphics

Author: Bianca Falcidieno

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 465

ISBN-13: 3642781144

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In the history of technology, many fields have passed from an initial stage of empirical recipes to a mature stage where work is based on formal theories and procedures. This transition is made possible through a process called "modeling". Also Computer Graphics as a separate field of Computer Science makes extensive use of formal theories and procedures of modeling, often derived from related disciplines such as mathematics and physics. Modeling makes different application results consistent, unifying varieties of techniques and formal approaches into a smaller number of models by generalizing and abstracting the knowledge in Computer Graphics. This volume presents a selection of research papers submitted to the conference "Modeling in Computer Graphics: Methods and Applications" held at the Research Area of the National Research Council in Genoa, Italy, on June 28 -July 1, 1993. This meeting was the ideal continuation of a previous conference organized in Tokyo, Japan, in April 1991. The success and the variety of research themes discussed at that meeting suggested to promote a new working conference on methods and applications of modeling to be held in Italy two years later.


Visual Computing

Visual Computing

Author: Tosiyasu L. Kunii

Publisher: Springer Science & Business Media

Published: 2013-04-17

Total Pages: 926

ISBN-13: 443168204X

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This volume presents the proceedings of the 10th International Conference of the Computer Graphics Society, CG International '92, Visual Computing - Integrating Computer Graphics with Computer Vision -, held at Kogakuin University, Tokyo in Japan from June 22-26,1992. Since its foundation in 1983, this conference has continued to attract high quality research articles in all aspects of computer graphics and its applications. Previous conferences in this series were held in Japan (1983-1987), in Switzerland (1988), in the United Kingdom (1989), in Singapore (1990), and in the United States of America (1991). Future CG International conferences are planned in Switzerland (1993), in Australia (1994), and in the United Kingdom (1995). It has been the editor's dream to research the integration of computer graphics with computer vision through data structures. The conference the editor put together in Los Angeles in 1975 involving the UCLA and IEEE Computer Societies had to spell out these three areas explicitly in the conference title, "computer graphics," "pattern recognition" and "data structures," as well as in the title of the proceedings published by IEEE Computer Society Press. In 1985, the editor gave the name "visual computer" to machines having all the three functionalities as seen in the journal under that name from Springer. Finally, the research in integrating visual information processing has now reached reality as seen in this proceedings of CG International '92. Chapters on virtual reality, and on tools and environments provide examples.


An Integrated Introduction to Computer Graphics and Geometric Modeling

An Integrated Introduction to Computer Graphics and Geometric Modeling

Author: Ronald Goldman

Publisher: CRC Press

Published: 2009-07-14

Total Pages: 592

ISBN-13: 1439803358

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Taking a novel, more appealing approach than current texts, An Integrated Introduction to Computer Graphics and Geometric Modeling focuses on graphics, modeling, and mathematical methods, including ray tracing, polygon shading, radiosity, fractals, freeform curves and surfaces, vector methods, and transformation techniques. The author begins with f


Texturing & Modeling

Texturing & Modeling

Author: David S. Ebert

Publisher: Morgan Kaufmann

Published: 2003

Total Pages: 714

ISBN-13: 1558608486

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The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual universes. In addition, the familiar authoritative chapters on which readers have come to rely contain all-new material covering L-systems, particle systems, scene graphs, spot geometry, bump mapping, cloud modeling, and noise improvements. There are many new spectacular color images to enjoy, especially in this edition's full-color format. As in the previous editions, the authors, who are the creators of the methods they discuss, provide extensive, practical explanations of widely accepted techniques as well as insights into designing new ones. New to the third edition are chapters by two well-known contributors: Bill Mark of NVIDIA and John Hart of the University of Illinois at Urbana-Champaign on state-of-the-art topics not covered in former editions. An accompanying Web site (www.texturingandmodeling.com) contains all of the book's sample code in C code segments (all updated to the ANSI C Standard) or in RenderMan shading language, plus files of many magnificent full-color illustrations. No other book on the market contains the breadth of theoretical and practical information necessary for applying procedural methods. More than ever, Texturing & Modeling remains the chosen resource for professionals and advanced students in computer graphics and animation. *New chapters on: procedural real-time shading by Bill Mark, procedural geometric instancing and real-time solid texturing by John Hart, hardware acceleration strategies by David Ebert, cellular texturing by Steven Worley, and procedural planets and virtual universes by Ken Musgrave. *New material on Perlin Noise by Ken Perlin. *Printed in full color throughout. *Companion Web site contains revised sample code and dozens of images.


Point-Based Graphics

Point-Based Graphics

Author: Markus Gross

Publisher: Elsevier

Published: 2011-05-04

Total Pages: 553

ISBN-13: 0080548822

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The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it's on to the methods themselves. Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. You'll learn to apply these techniques, and you'll also learn how to create your own. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms. - The first book on a major development in computer graphics by the pioneers in the field - Shows how 3D images can be manipulated as easily as 2D images are with Photoshop


Learning Processing

Learning Processing

Author: Daniel Shiffman

Publisher: Morgan Kaufmann

Published: 2009-04-17

Total Pages: 472

ISBN-13: 0080920063

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The free, open-source Processing programming language environment was created at MIT for people who want to develop images, animation, and sound. Based on the ubiquitous Java, it provides an alternative to daunting languages and expensive proprietary software. This book gives graphic designers, artists and illustrators of all stripes a jump start to working with processing by providing detailed information on the basic principles of programming with the language, followed by careful, step-by-step explanations of select advanced techniques.The author teaches computer graphics at NYU's Tisch School of the Arts, and his book has been developed with a supportive learning experience at its core. From algorithms and data mining to rendering and debugging, it teaches object-oriented programming from the ground up within the fascinating context of interactive visual media.Previously announced as "Pixels, Patterns, and Processing" - A guided journey from the very basics of computer programming through to creating custom interactive 3D graphics - Step-by-step examples, approachable language, exercises, and LOTS of sample code support the reader's learning curve - Includes lessons on how to program live video, animated images and interactive sound