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Library | Materyal Türü | Barkod | Yer Numarası | Durum |
|---|---|---|---|---|
Searching... Pamukkale Merkez Kütüphanesi | Kitap | 0060191 | T385G7219 2004 | Searching... Unknown |
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Özet
Özet
Computer graphics games and animations have been popular for over a decade, and personal computers have now evolved to support real-time, realistic-looking interactive games. OpenGL, a technology standard to develop CG applications, has had incredible momentum in both the professional and consumer markets. Once the domain of production houses, OpenGL has grown to be the standard for graphics programming on all platforms, personal computers, and workstations. Now more than ever, people are eager to learn about what it takes to make such productions, and how they can be a part of them.
Current literature focuses more on the technology (OpenGL, DirectX, etc.) and their application programming interfaces (APIs) rather than on the principles of computer graphics. The aim of Principles of Computer Graphics: Theory and Practice Using OpenGL and Maya® is to give readers an understanding of the principles of computer graphics, which is key to dealing with any technology API. Hands-on examples developed in OpenGL illustrate the key concepts, and by the end of the book, readers will be able to develop their own professional quality games through the same approach used in production houses.
Table of Contents
| Preface | p. vii |
| Section 1 p. 1 | |
| 1 From Pixels to Shapes | p. 3 |
| 1.1 Complex Display Systems | p. 4 |
| 1.2 Game Buffers | p. 6 |
| 1.3 Coordinate Systems: How to identify pixel points | p. 9 |
| 1.4 Shapes and Scan Converting | p. 11 |
| 2 Making Them Move | p. 27 |
| 2.1 Vectors and Matrices | p. 28 |
| 2.2 2D Object Transformations | p. 32 |
| 2.3 Homegenous Coordinates and Composition of Matrix Transformations | p. 41 |
| 3 Pixels, Images and Image Files | p. 49 |
| 3.1 Raster Image Files | p. 48 |
| 3.2 Bitmaps and Pixmaps | p. 51 |
| 3.3 Computer Display Systems | p. 56 |
| 3.4 Image Enhancements | p. 60 |
| 4 Let The Games Begin | p. 67 |
| 4.1 What is a Game? | p. 68 |
| 4.2 Game Design | p. 69 |
| 4.3 Implementing the Game | p. 72 |
| Section 2 p. 81 | |
| 5 3D Modeling | p. 83 |
| 5.1 The 3D System | p. 84 |
| 5.2 3D Modeling | p. 90 |
| 5.3 3D Modeling Primitive Shapes | p. 95 |
| 5.4 3D Modeling Generic Shapes | p. 100 |
| 5.5 3D Transformation | p. 104 |
| 5.6 Viewing in 3D | p. 107 |
| 5.7 Hierarchical Modeling Using Transformations | p. 118 |
| 6 Rendering, Shading and Lighting | p. 131 |
| 6.1 What is Rendering | p. 132 |
| 6.2 Hidden Surface Removal | p. 133 |
| 6.3 Light Reflectance Model | p. 135 |
| 6.4 CG: Reflectance Model | p. 137 |
| 6.5 The Normal Vectors | p. 151 |
| 6.6 Shading Models | p. 152 |
| 6.7 Texture Mapping | p. 154 |
| 7 Advanced Techniques | p. 165 |
| 7.1 Advanced Modeling | p. 166 |
| 7.2 Advanced Rendering Techniques | p. 179 |
| 8 And Finally, Introducing Maya | p. 183 |
| 8.1 Maya Basics | p. 184 |
| 8.2 Modeling 3D Objects | p. 188 |
| 8.3 Applying Surface Material | p. 201 |
| 8.4 Composing the World | p. 208 |
| 8.5 Lighting the Scene | p. 210 |
| Section 3 p. 215 | |
| 9 Animation | p. 217 |
| 9.1 Traditional Animations | p. 218 |
| 9.2 3D Computer Animation - Interpolations | p. 219 |
| 9.3 The Principles of Animation | p. 233 |
| 9.4 Advanced Animation Techniques | p. 239 |
| 10 Viewpoint Animation | p. 243 |
| 10.1 Animating the Camera inthe Snowy Animation | p. 244 |
| 10.2 Building up a Real Time 3D Game | p. 246 |
| 11 Lights, Camera, Action! | p. 261 |
| 11.1 Pre-Production | p. 262 |
| 11.2 Production | p. 266 |
| 11.3 Post-Production | p. 276 |
| 11.4 Finally, Our Movie! | p. 278 |
| Appendix A | p. 279 |
| Appendix B | p. 283 |
| Appendix C | p. 287 |
| Bibliography | p. 289 |
| Index of Terms | p. 293 |
