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Texturing and Modeling
This classic tutorial-reference on procedural approaches to texturing
and modeling in computer graphics, now in a Second Edition, is a "must
read" for anyone involved in creating computer graphics and
animation. The First Edition helped to define the procedural approach to
texturing and modeling and the Second Edition continues that tradition.
With six new chapters covering topics such as volumetric cloud modeling
with implicit functions to interacting with virtual actors, this new
edition presents the state of the art and will be as valuable to readers
of the first edition as to first-time readers. Key Features: --
Discusses the design and implementation of essential procedural
primitives such as noise and turbulence. -- Introduces volumetric cloud
modeling. -- Describes procedural character animation techniques,
including facial animation. -- Shows how to exploit the inherent
multi-resolution capability of procedural models. -- Discusses the use
of genetic techniques for generating textures. -- Describes the use of
fractals for generating realistic mountains, landscapes, and planets.
Texturing & Modeling: A Procedural Approach, Second Edition is
written at a useable level by the developers of the techniques and
includes extensive explanations of how the techniques work as well as
how to design new functions. The Second Edition also includes additional
full-color examples and illustrations of the techniques presented in the
text. All of the procedures are presented in C code segments or
RenderMan shading language and are provided on the enclosed CD-ROM.
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Practical Algorithms for 3D Computer Graphics
The topics covered in this book provide the tools for creating a
complete suite of programs for three-dimensional computer animation,
modeling, and image synthesis. The text takes the reader from the
construction of polygonal models of objects through rigid body animation
into hierarchical character animation, and finally down the rendering
pipeline for the synthesis of realistic images. This book is useful to
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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Computer Graphics Using Open GL (2nd Edition)
New edition of an introduction to computer graphics for students who
wish to learn the basic principles and techniques of the field and want
to write substantial graphics applications themselves. With an emphasis
upon 3D computer graphics, Hill (electrical and computer engineering, U.
of Massachusetts) shows how to translate a particular design task first
into its underlying geometric components, to find a suitable
mathematical representation for the objects involved, and finally to
translate this representation into suitable algorithms and program
codes.
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OpenGL(R) Programming Guide: The Official Guide to
Learning OpenGL, Version 1.2
(August 1999)
The OpenGL Programming Guide, now in its third edition, is the
definitive volume for programmers using this evolving graphics interface
standard. Written by members of the OpenGL Architecture Review Board,
this book offers understandable tutorials and lessons on getting up to
speed and getting the most out of the latest version of OpenGL, version
1.2. The guide uses code examples in C and is targeted at programmers
who have experience in coding yet are new to coding for OpenGL
applications. The opening chapters go into descriptive detail of how
OpenGL, the software interface for hardware 3-D chipsets, works and what
you can expect from it, which turns out to be much more than you might
have thought. Color plates are used, for example, to show how OpenGL
handles such effects as motion blur and depth-of-field blur, in addition
to shadows and texture mapping. This is not a beginner's guide to
programming computer graphics. Some previous knowledge of both
programming in general and computer graphics in particular is required.
For example, code snippets are used to describe how to implement these
effects, but because OpenGL is platform-independent, some code examples
may need to be modified when used with your specific compiler.
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OpenGL SuperBible, Second Edition
(December 1999)
The OpenGL SuperBible lives up to its name: nearly 700 pages of
examples, function descriptions, and code snippets for the Windows-based
programmer trying to get up to speed on coding OpenGL graphics. This new
edition has been revised and updated to include OpenGL 1.2, which offers
more features and tighter integration with hardware accelerators than
any earlier version. Sections are logically broken down into graphics
fundamentals and an introduction to OpenGL, the "Meat and Potatoes"
of OpenGL rendering, and the specifics of OpenGL programming for
Windows. Long on examples and function descriptions, the book is a bit
short on pictures, color plates, and screen shots. However, the
accompanying CD-ROM has all the examples used in the book, some other
exciting examples of OpenGL programming (the flight simulator with the
terrain generator is remarkably smooth, for example), and the OpenGL
library toolkits (GLUT 3.7, MESA 3, ZLIB 1.1.3, and others). It doesn't
contain, however, a searchable electronic version of the book, which
would have been very valuable given its complexity. But the book is
thorough, and it covers every aspect of OpenGL programming, making it a
good reference for anyone who codes for graphics applications, in spite
of its shortcomings. Mike Caputo
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OpenGL Programming for the X Window System
(August 1996)
Created by Silicon Graphics, Inc., OpenGL has become the industry
standard for the 3D graphics programming community. From SGI's X Windows
graphics expert, who developed the utility toolkit which serves as the
cornerstone of OpenGL, this book explains how the OpenGL libraries are
implemented under X Windows allowing programmers to take advantage of
the ease and functionality of OpenGL.
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Linux 3D Graphics Programming
(April 2001)
There are currently no directly competitive titles on the market that
provide the serious Linux programmer and developer with an overview of
how to use 3-D graphics with this rapidly growing operating system.
Norman Lin focuses on using C++ code relative to the 3-D graphics
programming under Linux. The author focuses on providing illustrations
of each graphics concept with self-contained code examples and then
provides the programmer with the integration of each concept into a
larger 3D engine framework. The programmer then is able to use this
framework and create a real-time, portal-based engine. The title
includes a very distinctive CD which contains a series of animated 3-D
videos illustrating key 3-D graphics concepts such as the transformation
from world space into camera space. The recent development of Blender
3-D is also included in the book which is a professional quality 3-D
modeler available free to programmers and developers.
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Advanced Linux 3D Graphics Programming (With
CD-ROM)
(June 2001)
Advanced Linux 3D Graphics Programming builds upon the foundation set
in Norman Lin's Linux 3D Graphics Programming. This second volume
provides programmers who are experienced in both Linux and fundamental
3D graphics concepts with a well-rounded perspective on 3D theory and
practice within the context of programming larger interactive 3D
applications. Lin's primary goal is to provide a solid understanding of
the concepts involved in interactive 3D graphics programming in order to
enable the reader to write 3D programs, libraries, and games, and to
analyze and understand others' 3D code. By focusing on more than just
hard-core 3D algorithms, and by providing detailed information on
equally important issues such as 3D modeling, world editing, digital
sound, and collision detection, Lin gives the reader sufficient
information to program and populate complete 3D worlds under Linux.
Lin's careful balance between theory and practice provides both working
code examples and a firm theoretical foundation, thereby empowering the
reader to become a member of the professional 3D programming community.
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3D Computer Graphics (3rd edition)
(December 1999)
The third edition of Alan Watt's 3D Computer Graphics, a bible of
computer graphics, includes a CD-ROM full of examples and updated
information on graphics and rendering algorithms. The book discusses
many of the techniques that have evolved in the seven years since the
previous edition was published. 3D Computer Graphics is a textbook, and
it's designed for serious programmers creating graphics applications
(not end users). Over the course of 16 sections, Watt introduces the
concepts and implementation of computer imaging, from "Mathematical
Fundamentals of Computer Graphics" to "Representation and
Rendering" and ending with "Image-Based Rendering and
Photo-Modeling." The last section, devoted to computer animation,
includes methods for linked structures, collision detection, and
particle animation (to name a few). Although the topics are sometimes
hard to grasp, Mr. Watt writes clearly and concisely, making generous
use of diagrams to help convey the principles described in the text.
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Computer Animation: Algorithms and Techniques
(September 4, 2001)
What many digital animators fail to realize is that someone needs to
make the software that's used to bring images to life. Without the
tools, the ideas can never be materialized. In Computer Animation:
Algorithms and Techniques, the concepts and formulas used behind the
scenes and under the hood of contemporary animation software are clearly
explained for the programmer and the technical director. Hardbound,
liberally illustrated, and with an eight-page color gallery, there are
six chapters and three appendices. The book starts with an overview of
animation and works through some technical background information, and
then delves into interpolation and basic techniques for representing 3-D
motion and space on a 2-D display. Later chapters walk through advanced
algorithms (kinematics, rigid body simulation, constraints) and then a
discussion of ways to represent natural phenomena. There's also a focus
on modeling and animating articulated figures. It's important to note
that these chapters are not about which buttons to push in a given
software package, but rather about the use and explanation of formulas
for representing a specific simulation. Perhaps the best feature of the
book is the information and samples available on a companion Web site.
Rather than include a CD-ROM, which raises the cost of the book and
whose information can grow stale, the reader can find sample animations
and ready-to-use code snippets, as well as links to other relevant Web
sites. There are any number of books available on computer animation
software packages, but precious few on how they do what they do.
Computer Animation: Algorithms and Techniques is an invaluable resource,
a textbook for anyone interested in computer animation programming or
for anyone who simply wants to get under the hood of their favorite
animation application. Mike Caputo
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