New PDF release: Advanced Methods in Computer Graphics: With examples in
By Ramakrishnan Mukundan
This booklet brings jointly a number of complicated issues in special effects which are very important within the parts of video game improvement, third-dimensional animation and real-time rendering. The publication is designed for final-year undergraduate or first-year graduate scholars, who're already conversant in the elemental suggestions in special effects and programming. It goals to supply an excellent beginning of complex tools corresponding to skeletal animation, quaternions, mesh processing and collision detection. those and different equipment lined within the booklet are basic to the advance of algorithms utilized in advertisement purposes in addition to research.
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Extra resources for Advanced Methods in Computer Graphics: With examples in OpenGL
13). 4 Bounding Volume Hierarchy Bounding volumes of objects are used for fast collision detection and also in acceleration algorithms such as view frustum culling. Bounding volumes can be computed for different moving parts of an object and then combined in a hierarchical manner to obtain the overall bounding volume (Fig. 14). The geometric parameters defining a bounding volume can be stored in a scene graph node, and computed on the fly whenever a transformation is applied to the vertices. Commonly used bounding volumes are axis-aligned bounding boxes (AABB), oriented bounding boxes (OBB), spheres, discrete oriented polytopes, and convex hulls.
A concise description of homogeneous coordinates and their applications in computer graphics can be found in Vince (2001). Topics in linear algebra and topology that are used in many algorithms in computer graphics are discussed at length in Agoston (2005) and Farin and Hansford (2005). References Agoston, M. K. (2005). Computer graphics and geometric modeling. London: Springer. Angel, E. (2008). ). Boston/London: Pearson Addison-Wesley. 30 2 Mathematical Preliminaries Buss, S. R. (2003). 3-D computer graphics: A mathematical introduction with OpenGL.
52 3 Scene Graphs References Angel, E. (2008). ). Boston/London: Pearson Addison-Wesley. Davison, A. (2005). Killer game programming in Java. Beijing/Farnham: O’Reilly. Eberly, D. H. (2007). ). Amsterdam/London: Morgan Kaufmann. McConnell, J. J. (2006). Computer graphics: Theory into practice. Boston/London: Jones and Bartlett Publishers. , & Blythe, D. (2005). Advanced graphics programming using OpenGL. Amsterdam/London: Morgan Kaufmann Publishers. Pulli, K. (2008). Mobile 3D graphics: With OpenGL ES and M3G.
Advanced Methods in Computer Graphics: With examples in OpenGL by Ramakrishnan Mukundan