Foundations of 3D Computer Graphics (MIT Press)

Foundations of 3D Computer Graphics (MIT Press)

Steven J. Gortler

Language: English

Pages: 296

ISBN: 0262017350

Format: PDF / Kindle (mobi) / ePub


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.

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Point p˜ as being offset from the origin o˜ by a vector v, we see that this has the same effect as applying the linear transform to the offset vector. So, for example, if the 3 by 3 matrix is a rotation matrix, this transformation will rotate the point about the origin (see figure 3.1). As we will see later in chapter 4, when applying a linear transformation to a point, the position of the frame’s origin plays an important role. We use the following shorthand for describing a 4 by 4 matrix that.

With the faces of a cube, then we would pass the actual geometric normals of each triangle to OpenGL. (a) Flat normals (b) Smooth normals (c) Flat normals (d) Smooth normals Figure 6.1 In graphics, we are free to specify any normals we wish at vertices. These normals (like all attribute variables) are interpolated to all points inside the triangle. In our fragment shader, we may use these interpolated normals to simulate lighting and determine the color. When the triangle’s true normals are.

Accomplish this, we first render the rest of the scene as seen from, say, the center of the mirrored object. Because the scene is 360 degrees, we need to render six images from the chosen viewpoint, looking right, left, back, forth, up, and down. Each of these six images has a 90-degree vertical and horizontal field of view. These data are then transferred over to a cube map. The mirrored object can now be rendered using the cube map shaders from section 15.3 (see figures 15.7 and 15.8 for an.

Attributes. On output, each vertex (cyan) has a value for gl_Position and for its varying variables. 6 1 Introduction Once the vertex shader has computed the final position of the vertex on the screen, it assigns this value to the reserved output variable called gl_Position. The x and y coordinates of this variable are interpreted as positions within the drawing window. The lower left corner of the window has coordinates (−1, −1), and the upper right corner has coordinates (1, 1). Coordinates.

Attributes. On output, each vertex (cyan) has a value for gl_Position and for its varying variables. 6 1 Introduction Once the vertex shader has computed the final position of the vertex on the screen, it assigns this value to the reserved output variable called gl_Position. The x and y coordinates of this variable are interpreted as positions within the drawing window. The lower left corner of the window has coordinates (−1, −1), and the upper right corner has coordinates (1, 1). Coordinates.

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