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eBook Fast Algorithms for 3D-Graphics ePub

eBook Fast Algorithms for 3D-Graphics ePub

by Georg Glaeser

  • ISBN: 0387942882
  • Category: Graphics and Design
  • Subcategory: Computers
  • Author: Georg Glaeser
  • Language: English
  • Publisher: Springer (March 30, 1995)
  • Pages: 306
  • ePub book: 1298 kb
  • Fb2 book: 1268 kb
  • Other: doc mobi azw lit
  • Rating: 4.2
  • Votes: 391

Description

Fast Algorithms for 3D-Graphics Paperback – March 30, 1995. This book provides a great educational resource for elementary 3D graphics.

Fast Algorithms for 3D-Graphics Paperback – March 30, 1995. by. Georg Glaeser (Author). Even though the algorithms presented may be a bit simplistic compared to, for example, those used in the QuakeIII engine, they offer a great insight into the mathematics behind 3D graphics. C code optimization is also well presented in this book, but again a bit outdated, as modern compilers make macros for speed a thing of the past! This is a great book though, and ALL algorithms described have good mathematical background provided.

In this book, a variety of algoritbms are described that may be of interest to everyone who writes software for 3D-graphics. Fast Algorithms for 3D-Graphics. Authors: Glaeser, Georg. price for USA in USD (gross). ISBN 978-3-662-25798-2. Digitally watermarked, DRM-free. Included format: PDF.

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In this book, a variety of algoritbms are described that may be of interest to everyone who writes software for 3D-graphics

A tremendous book on the theoretical and mathematical foundations and practical aspects of C programming for writing fast 3D graphics code.

A tremendous book on the theoretical and mathematical foundations and practical aspects of C programming for writing fast 3D graphics code.

Fast Algorithms For 3 D Graphics book. Georg Glaeser covers such hot topics as hidden surfaces, shadows, reflections, patterns, and modelling curves and surfaces. Readers are assumed to be moderately familiar with programming, although all type definitions, global variables, and macros are thoroughly described prior to their first applications.

Fast algorithms for 3D-graphics. G Glaeser, G Glaeser. G Glaeser, HP Schröcker. Journal for Geometry and Graphics 4 (1), 1-18, 2000. Reflections on spheres and cylinders of revolution. Journal for Geometry and Graphics 3 (2), 121-139, 1999.

Finding books BookSee BookSee - Download books for free. Category: Cs Computer science, CsCg Computational geometry. 7 Mb. Fast algorithms for 3D-graphics (program code). 268 Kb. Handbook of geometric programming using Open Geometry GL. Georg Glaeser, Hans-Peter Schröcker. 6. 9 Mb.

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Fast Algorithms for 3D-Graphics Georg Glaeser Springer 9783540942887 : In this book . A the title of the book implies, we will not deal with algorithms that are very e such as ray tracing or the radiosity method.

Fast Algorithms for 3D-Graphics Georg Glaeser Springer 9783540942887 : In this book, a variety of algoritbms are described that may be of interest to everyone who writes software for 3D-graphi. Furthermore, objects will always be (closed or not closed) polyhedra, which consist of a certain number of polygons.

Illustrating the use of C, with stress on portability and speed, this book provides a mathematical background to techniques in computer graphics, before going on to develop a graphics program in C implementing these techniques. As a result, both students and professionals will find this presentation gives them a thorough understanding of the most fundamental algorithms in graphics programming, as well as providing them with a usable graphics package. Georg Glaeser covers such hot topics as hidden surfaces, shadows, reflections, patterns, and modelling curves and surfaces. Readers are assumed to be moderately familiar with programming, although all type definitions, global variables, and macros are thoroughly described prior to their first applications.

Comments

SupperDom SupperDom
This book provides a great educational resource for elementary 3D graphics. Even though the algorithms presented may be a bit simplistic compared to, for example, those used in the QuakeIII engine, they offer a great insight into the mathematics behind 3D graphics. C code optimization is also well presented in this book, but again a bit outdated, as modern compilers make macros for speed a thing of the past! This is a great book though, and ALL algorithms described have good mathematical background provided. You can also disregard the source code and use this just as a book on the math behind 3D graphics.
Covered are: vectors, matrices, planes, lines, surfaces and all possible intersections thereof. Interpolation is also covered.
I took the ideas in this book to write a very efficient C++ class library for my own use, and currently am rewriting for Java. This book is especially good if you only require wire-frame or simple shaded images.
The book is also very good on the subject of C programming techniques (and tricks) alone (for those newbies who are scared of pointers, this book will convince you they're worth getting 'under your belt'!!), but as I said, with modern C++ compilers you'd be better off rewriting the code in C++. For example if you write a Vector class and overload the [] operator, all the macros will still work! In the book, they type a vector simply as array of float, ie a pointer, so a macro like:
#define sub_vec2(ab, a, b) /* 2D vector subtraction */
( (ab)[0] = (a)[0] - (b)[0],
(ab)[1] = (a)[1] - (b)[1] )
will still work with your class if you overload the [] operator, even though the macro was originally intended for float arrays!
As said above, you get the same performance implementing the 3D operations (+,-,scale, magnitude, normalize etc) as member functions rather than (harder to debug) macros.
A basic understanding of math and vectors/matrices would be an advantage before reading this book, but the equations are well explained.
In a nutshell, this book is DEFINITELY worth a read, just don't expect to be able to write a cutting edge 3D engine from what you learn 8^)
Felolv Felolv
For those who like a hands-on approach to learning a subject this can be an excellent intro to 3D graphics. Glaeser provides a minimal (and occasionally cryptic) introduction to the subject in prose alongside most of the C source code you will need to implement the concepts. He explains the ideas just enough that you can understand the code.
But be forewarned: the floppy disk containing source code is fairly worthless. It does not correspond to the source in the text, it seems to be a much more advanced version of the system he developed on an SGI Iris running Unix. If you happen to have such a machine, perhaps you can get it to compile. But even if you did, you would have a "black box" consisting of a lot of code that is difficult to understand (and with very few comments). I decided instead to type in sections by hand, coming to understand everything I put in, fixing some glaring errors even before compiling, and bringing up sections incrementally. I also had to provide a good bit of my own code to actually make a functioning system. For me this was a good learning experience. The book is valuable but it would benefit by a second edition.
The worst part of the book is the license for the software on the disk, which states that you may have no more than one copy and that "Springer-Verlag has the right to audit your computer". Since I didn't wind up using anything from the disk I take it that the license doesn't apply to me, but who knows? A new addition with an "open source" style license and a reworking of the organization would be very welcome.
Malakelv Malakelv
This book provides a great educational resource for elementary 3D graphics. Even though the algorithms presented may be a bit simplistic compared to, for example, those used in the QuakeIII engine, they offer a great insight into the mathematics behind 3D graphics. C code optimization is also well presented in this book, but again a bit outdated, as modern compilers make macros for speed a thing of the past! This is a great book though, and ALL algorithms described have good mathematical background provided. You can also disregard the source code and use this just as a book on the math behind 3D graphics.
Covered are: vectors, matrices, planes, lines, surfaces and all possible intersections thereof. Interpolation is also covered.
I took the ideas in this book to write a very efficient C++ class library for my own use, and currently am rewriting for Java. This book is especially good if you only require wire-frame or simple shaded images.
The book is also very good on the subject of C programming techniques (and tricks) alone (for those newbies who are scared of pointers, this book will convince you they're worth getting 'under your belt'!!), but as I said, with modern C++ compilers you'd be better off rewriting the code in C++. For example if you write a Vector class and overload the [] operator, all the macros will still work! In the book, they type a vector simply as array of float, ie a pointer, so a macro like:
#define sub_vec2(ab, a, b) /* 2D vector subtraction */
( (ab)[0] = (a)[0] - (b)[0],
(ab)[1] = (a)[1] - (b)[1] )
will still work with your class if you overload the [] operator, even though the macro was originally intended for float arrays!
As said above, you get the same performance implementing the 3D operations (+,-,scale, magnitude, normalize etc) as member functions rather than (harder to debug) macros.
A basic understanding of math and vectors/matrices would be an advantage before reading this book, but the equations are well explained.
In a nutshell, this book is DEFINITELY worth a read, just don't expect to be able to write a cutting edge 3D engine from what you learn 8^)