By Ramakrishnan Mukundan
This ebook brings jointly numerous complex subject matters in special effects which are very important within the components of online game improvement, three-d animation and real-time rendering. The booklet is designed for final-year undergraduate or first-year graduate scholars, who're already acquainted with the fundamental suggestions in special effects and programming. It goals to supply a great beginning of complicated tools akin to skeletal animation, quaternions, mesh processing and collision detection. those and different tools lined within the e-book are primary to the improvement of algorithms utilized in advertisement functions in addition to research.
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Extra info for Advanced Methods in Computer Graphics: With examples in OpenGL
The control polygonal line References 29 is shown in red colour. The Bezier curve for the input points is simultaneously drawn in blue colour. 7. cpp The program uses barycentric mapping (Fig. 12) to map points from one triangle to another. Two triangles are displayed when the program is initiated. Use left mouse clicks inside the left triangle to specify a few points. The points are connected using a polygonal line drawn in magenta colour. The map of these points and the polygonal line connecting them inside the triangle on the right hand side are simultaneously drawn in blue colour.
Important concepts such as homogeneous coordinate representation of points, signed angles, signed areas of triangles, and barycentric coordinates were outlined. Equations relating to affine transformations and affine combinations of points were discussed. This chapter also gave the equations for a basic lighting model consisting of ambient, diffuse and specular components of reflection. The concepts presented in this chapter will form the foundation for several methods that will be discussed in subsequent chapters.
This vector model can be further generalized by replacing the fourth component by k that represents the transparency (or opacity) term which can take non-zero values. In the discussion that follows, ma , md , ms denote respectively the ambient, diffuse and specular components of material colour, and Ia , Id , Is the corresponding components of the light source. Each of these colour components is typically a 3-tuple consisting of red, green and blue values. 9 Basic Lighting 25 Fig. 13 Important vectors and angles between them, used in lighting calculations h n b r Reflection Vector s Light Vector q q P f v View Vector Surface Element the vector (rma , gma , bma ), Ia by the vector (ria , gia , bia ), and so on.
Advanced Methods in Computer Graphics: With examples in OpenGL by Ramakrishnan Mukundan