Taken as a whole, the topics covered in this book will enable you to
create a complete suite of programs for three-dimensional computer
animation, modeling and image synthesis. It is about practical
algorithms for each stage in the creative process.The text takes you
from the construction of polygonal models of objects (real or
imaginary) through rigid body animation into hierarchical character
animation and finally down the rendering pipeline for the synthesis
of realistic images of the models you build. The content of the book
arises from a postgraduate course on computer graphics that I have
given for many years and the experience of working on two
comprehensive 3D animation and modeling application programs
Envisage 3D and SoftFX for the personal computer in the 1990s. In
that time the capabilities of both the hardware and software for
creating computer graphics have increased almost unimaginably.
The book is is three parts:
Part 1 : Basics and fundamentals.
This first part covers the key concepts of 3D computer
graphics. After this brief introduction the focus moves to the
fundamental mathematical ideas that lie at the heart of
all the other algorithms discussed in the book.
Personally, I find it very satisfying that in just a few pages
we can set out all the maths you need to produce beautiful
photo-realistic pictures.
Part 2 : Real-Time 3D for the desktop and mobile devices.
Part 2 is devoted to the topic of real-time 3D rendering,
and dissecting the OpenFX software. In the first chapter we look
at how to use the OpenGL library to take maximum advantage of
the computer hardware specifically designed for 3D graphics.
With the growth of the use of the {so-called} smart-phone and
the fact that these devices include specialist hardware for
rendering 3D graphics, it seems very timely to show how easy it
is to move a 3D application from the desktop into the pocket.
The second chapter will show you how to build an environment on
the most popular mobile devices for deploying a 3D game or other
3D application.
To complete this part we examine the code for OpenFX which is an
open source, fully functional, 3D modeling, animation and
visualization application program that puts into practice the
algorithms of the book.
Part 3 : Advanced modeling algorithms and algorithmic shaders.
Part three is intended for the professional {\em plug-in} or
game engine developer and provides (hopefully) a rich collection
of algorithms covering such diverse topics as polygonal modeling
procedures and procedural textures for use with a
photo-realistic Z~buffer or ray tracing renderer, or in the
fragment programs of a GPU.
The chapter on pseudo three-dimensional video transition effects
from the first edition has been removed and may now be found in
an updated form on the book's website.