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Completely updated to include the most recent developments in the
field, the third edition like the two previous editions, emphasizes
clarity and thoroughness in the mathematical development of its
subjects. It is written in a style that is free of jargon of
special applications, while integrating the three important
functions of geometric modeling: to represent elementary forms
(curves, surfaces, and solids), to shape and assemble these into
complex forms, and to determine geometric properties and
relationships. With hundreds of illustrations, this unique book
appeals to the reader's visual and intuitive skills in a way that
makes it easier to understand its more abstract concepts.
Upper-division and graduate students, teachers, and professionals
studying, teaching or practicing geometric modeling, 3D modeling,
computational geometry, computer graphics applications, animation,
CAD/CAM, and related subjects will find this to be a very valuable
reference. It describes and compares all the important mathematical
methods for modeling curves, surfaces, and solids.It prepares the
reader for more advanced topics, such as 3D modeling, CAD/CAM,
animation, and scientific visualization; and incorporates
references throughout the text to direct the reader to more
specialized treatments of the subjects. It is carefully designed
illustrations and exercises support each mathematical concept
presented; and offers hundreds of exercises to test the readers
comprehension.
Written from a mathematical standpoint accessible to students,
teachers, and professionals studying or practicing in engineering,
mathematics, or physics, the new second edition is a comprehensive
introduction to the theory and application of transformations.
Presenting the more abstract foundation material in the first three
chapters, Geometric Transformations in 3D Modeling reduces the
clutter of theoretical derivation and development in the remainder
of the text and introduces the operational and more
application-oriented tools and concepts as the need arises. It
assumes the reader has already taken analytic geometry and
first-year calculus and has a working knowledge of basic matrix and
vector algebra. This self-contained resource is sure to appeal to
those working in 3D modeling, geometric modeling, computer
graphics, animation, robotics, and kinematics. Explores and
develops the subject in much greater breadth and depth than other
books, offering readers a better understanding of transformation
theory, the role of invariants, the uses of various notation
systems, and the relations between transformations. Describes how
geometric objects may change position, orientation, or even shape
when subjected to mathematical operations, while properties
characterizing their geometric identity and integrity remain
unchanged. Presents eigenvalues, eigenvectors, and tensors in a way
that makes it easier for readers to understand. Contains revised
and improved figures, with many in color to highlight important
features. Provides exercises throughout nearly all of the chapters
whose answers are found at the end of the book.
Vectors are perhaps the most important mathematical objects used in
modeling and animation. They have the properties of magnitude and
direction, and provide visual understanding of model construction
and analysis. Matrices are natural and hardworking partners of
vectors. This work presents lessons on vectors and matrices in
geometric and 3D modeling-the mathematics at the foundation of
computer graphics applications. The lessons appear as chapters,
generally organized from introductory to more complex topics.
Within each chapter, there is a similar order of
elementary-to-advanced discussion. Here are topics that are usually
published in briefer form in more advanced texts as part of their
supporting mathematics. In this work, vectors and matrices are the
main subjects. This text offers an easier-to-understand
introduction to the main ideas behind vectors and matrices,
stripped of formalism, and leading directly to geometric modeling.
It demonstrates the relationships between vectors, matrices, basis
vectors and barycentric coordinates, all of which are not usually
seen in ordinary texts. This text also discusses how these concepts
are applied to produce curves and surfaces, and how they facilitate
the analysis of spatial relationships. For those readers beginning
studies in geometric and 3D modeling, animation, CGI, or CAD/CAM,
this work serves as an introduction to vectors and matrices, and
provides a good start to understanding how they are applied. For
instructors, this book can be a primary text or supplement to more
advanced or specialized texts on geometric and 3D modeling.
Features More than 150 illustrations support visual understanding
of the content. 100+ exercises and extended solutions enhance the
classroom environment. A comprehensive range of topics offers an
in-depth look at the math underlying 3D modeling and animation
courses. Linear algebra and calculus are not prerequisites.
3D Modeling, Animation, and Rendering: An Illustrated Lexicon,
Black and White Edition presents definitions for over 1200 terms,
with hundreds of illustrations. The lexicon includes terms from
many related subjects, such as CAD, CAD/CAM, cinematography, light,
physics, natural behaviors, and atmospheric phenomena. It was
written for students, teachers, and professionals, as well as for
lay readers who want a broader understanding of the tools and
concepts involved. Terms related to 3D modeling include bicubic
surface, constructive solid geometry, intersection, mesh
optimization, polygonization, ruled surface, and spline. Terms
related to animation include character rigging, flash animation,
keyframing, lattice animation, light animation, motion capture,
onion skinning, skeletal animation, storyboard, and velocity curve.
Animation and rendering often encompass techniques from
cinematography, including lighting, camera work, and mood-setting
atmospherics. Terms related to these major subjects and rendering
itself include ambient light, beauty pass, caustics, color models,
crane shot, Dutch angle, Gouraud shading model, graphics pipeline,
lead room, matting, montage, photon mapping, ray casting, ray
tracing, reflection pass, shutter angle, and wipe. Some of the key
terms refer to other sources for more in-depth coverage of the
topic.
This unique book presents definitions for over 1200 terms, with
hundreds of illustrations, in both black and white and color (color
edition only). The lexicon includes terms from many related
subjects, such as CAD, CAD/CAM, cinematography, light, physics,
natural behaviors, and atmospheric phenomena. It was written for
students, teachers, and professionals, as well as for lay readers
who want a broader understanding of the tools and concepts
involved. Terms related to 3D modeling include bicubic surface,
constructive solid geometry, intersection, mesh optimization,
polygonization, ruled surface, and spline. Terms related to
animation include character rigging, flash animation, keyframing,
lattice animation, light animation, motion capture, onion skinning,
skeletal animation, storyboard, and velocity curve. Animation and
rendering often encompass techniques from cinematography, including
lighting, camera work, and mood-setting atmospherics. Terms related
to these major subjects and rendering itself include ambient light,
beauty pass, caustics, color models, crane shot, Dutch angle,
Gouraud shading model, graphics pipeline, lead room, matting,
montage, photon mapping, ray casting, ray tracing, reflection pass,
shutter angle, and wipe. Some of the key terms refer to other
sources for more in-depth coverage of the topic.
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