1st Edition

Design and Implementation of 3D Graphics Systems

    352 Pages 200 B/W Illustrations
    by A K Peters/CRC Press

    352 Pages
    by A K Peters/CRC Press

    Design and Implementation of 3D Graphics Systems covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural aspects of interactive graphics, geometric modeling, rendering techniques, the graphics pipeline, and the architecture of 3D graphics systems. The text describes basic 3D computer graphics algorithms and their implementation in the C language. The material is complemented by library routines for constructing graphics systems, which are available for download from the book’s website. This book, along with its companion Computer Graphics: Theory and Practice, gives readers a full understanding of the principles and practices of implementing 3D graphics systems.

    Computer Graphics
    Scope and Applications
    System Architecture
    Implementation and Extensions
    Implementation Paradigm
    Graphic Standards
    Advanced Applications and Future Studies
    Supplemental Material

    Objects and Graphics Devices
    Graphics Objects
    Graphic Devices and Representation
    Classification of Graphics Devices
    Graphics Workstations
    The GP Graphics Package
    Comments and References

    Interaction and Graphical Interfaces
    Creating Interactive Programs
    Interaction Fundamentals
    Interaction Mechanisms
    Interface Objects
    Polygon Line Editor
    Comments and References

    Geometry for Computer Graphics
    Euclidean Space
    Transformations in Euclidean Space
    Projective Space
    Projective Transformations in RP3
    Transformations of Geometric Objects
    Comments and References

    Color Foundations
    Device Color Systems
    Color Specification Systems
    Discretizing the Color Solid
    Comments and References

    Digital Image
    Format of the Image Representation
    Image Coding
    Comments and References

    Description of 3D Scenes
    3D Scenes
    Language Concepts
    An Extension Language
    Sublanguages and Applications
    Comments and References

    3D Geometric Models
    Foundations of Modeling
    Geometric Primitives
    Approximation of Surfaces and Polygonal Meshes
    Polygonal Surfaces
    Comments and References

    Modeling Techniques
    Foundations of Modeling Systems
    Constructive Models
    Generative Modeling
    Comments and References

    Hierarchies and Articulated Objects
    Geometric Links
    Hierarchies and Transformations
    Groups of Objects
    Comments and References

    Viewing and Camera Transformations
    The Viewing Process
    Viewing Transformations
    Viewing Specification
    Comments and References

    Surface Clipping for Viewing
    Foundations of the Clipping Operation
    Clipping Trivial Cases
    Two-Step Clipping
    Sequential Clipping
    Comments of References

    Foundations of Rasterization
    Incremental Methods
    Rasterization by Subdivision
    Comments and References

    Visible Surface Calculation
    Ray Tracing
    The Painter’s Algorithm
    Other Visibility Methods
    Comments and References

    Local Illumination Models
    Light Sources
    Local Illumination
    Specification in the Language
    Comments and References

    Global Illumination
    Illumination Model
    Ray Tracing Method
    The Radiosity Method
    Comments and References

    Mapping Techniques
    Texture Function
    Texture Mapping
    Bump Mapping
    Reflection Mapping
    Light Sources Mapping
    Comments and References

    Shading Function Sampling and Reconstruction
    Sampling Methods
    Basic Reconstruction Methods
    Reconstruction of Texture Attributes
    Comments and References

    3D Graphics Systems
    System A
    System B
    System C




    Luiz Velho is a researcher and professor at IMPA - Instituto de Matematica Pura e Aplicada of CNPq and the leading scientist of VISGRAF Laboratory.His experience in computer graphics spans the fields of modeling, rendering, imaging, and animation. He is the author of several books and has taught many courses on graphics-related topics.

    Mario Costa Sousa is an Associate Professor at the Department of Computer Science, University of Calgary, Canada. Sousa holds the AITF/ Foundation CMG Industrial Research Chair in Scalable Reservoir Visualization and leads the Interactive Reservoir Modeling and Visualization (iRMV) Research Group. His research interests focus on scientific/engineering visualization, computer graphics, non-photorealistic rendering / illustrative visualization, sketch-based interfaces and modeling, mutli-surface interaction, interactive simulations and real-time graphics. He is widely published and has taught many courses on graphics/visualization-related topics.Jonas Gomes is a professor at the Instituto de Matematica Pura e Aplicada (IMPA) in Rio de Janeiro. Gomes is also the head of the Department for Computer Activities at IMPA. He has published several books and research articles in the area of computer graphics.