3D Computer Graphics : A Mathematical Introduction with - download pdf or read online

By Samuel R. Buss

ISBN-10: 0511078501

ISBN-13: 9780511078507

ISBN-10: 0521821037

ISBN-13: 9780521821032

This advent to 3D special effects emphasizes basics and the math underlying special effects, whereas additionally masking programming recommendations utilizing OpenGL, a platform-independent snap shots programming surroundings. The minimum must haves make it appropriate for self-study or to be used as a complicated undergraduate or introductory graduate textual content because the writer leads step by step from the fundamentals of adjustments to complicated subject matters resembling animations and kinematics. Accompanying software program, together with resource code for a ray tracing software program package deal, is offered freely from the book's site.

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Additional info for 3D Computer Graphics : A Mathematical Introduction with OpenGL

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6. A rigid, orientation-preserving, linear transformation acting on the unit vectors i and j. For linear transformations, an equivalent definition of rigid transformation is that a linear transformation A is rigid if and only if it preserves dot products. That is to say, if and only if, for all x, y ∈ R2 , x · y = A(x) · A(y). 3 Thus, ||x||2 = x · x = A(x) · A(x) = ||A(x)||2 . From the definition of the dot product as x · y = ||x|| · ||y|| cos θ, where θ is the angle between x and y, the transformation A must also preserve angles between lines.

In this stage, a camera or viewpoint position and direction are set. In addition, the range and the field of view are determined. ” OpenGL uses another 4 × 4 matrix called the “projection matrix” to specify these transformations. Perspective Division. The previous two stages use a method of representing points in 3space by means of homogeneous coordinates. Homogeneous coordinates use vectors with four components to represent points in 3-space. The perspective division stage merely converts from homogeneous coordinates back into the usual three x-, y-, z-coordinates.

A) The local coordinate system x y obtained by translating the x y-axes by 1, 3 . (b) The coordinates further transformed by a clockwise rotation of 90◦ , yielding the local coordinate system with axes x and y . In (b), the triangle’s vertices are drawn according to the local coordinate axes x and y . When transformations are viewed as acting on local coordinate systems, the meanings of the transformations are to be interpreted within the framework of the local coordinate system. For instance, the rotation R−90◦ has its center of rotation at the origin of the current local coordinate system, not at the origin of the initial x y-axes.

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3D Computer Graphics : A Mathematical Introduction with OpenGL by Samuel R. Buss

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