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Table of contents
- About the Editorsviii
- Table of Contentsxv
- Forewordxxi
- Chapter 1. Introduction1
- 1.1 Overview1
- 1.2 Book Organization3
- 1.3 Common Issues and Reoccurring Patterns5
- 1.4 Acknowledgments6
- Chapter 2. The Early History Of Point-Based Graphics9
- 2.1 Sample-based Representations of Geometry9
- 2.2 Image-order versus Object-order Visibility and Antialiasing10
- 2.3 The Challenge Posed By Procedural Modeling11
- 2.4 The Curious Case of Displacement Mapping12
- 2.5 Points and Micropolygons to the Rescue13
- 2.6 The Current Renaissance in Point Graphics15
- Chapter 3. Acquisition19
- 3.1 Acquisition of Point-sampled Geometry20
- 3.2 A Practical Low-cost Scanner for Geometry and Appearance49
- 3.3 Point-based 3D Photography66
- Chapter 4. Foundations and Representations95
- 4.1 Surface Reconstruction96
- 4.2 Moving Least Squares–based Surface Representations109
- 4.3 Sampling of Point Models127
- 4.4 Efficient Data Structures148
- 4.5 Real-time Refinement165
- Chapter 5. Digital Processing187
- 5.1 Preprocessing and Filtering of Point Models188
- 5.2 3D Editing and Painting207
- 5.3 Shape Modeling225
- Chapter 6. Rendering247
- 6.1 Splatting Fundamentals248
- 6.2 GPU Splatting271
- 6.3 Ray Tracing of Point Models294
- 6.4 Rendering of Very Large Models313
- 6.5 Sequential Point Trees327
- Chapter 7. Physics-Based Animation341
- 7.1 Meshless Finite Elements342
- 7.2 Animation of Fracturing Material358
- 7.3 Fluid Simulation373
- Chapter 8. Selected Topics389
- 8.1 Point-sampled 3D Video390
- 8.2 Statistical Representations407
- 8.3 Visualization of Attributed 3D Point Datasets420
- 8.4 Point Clouds and Brick Maps for Movie Productions435
- Bibliography475
- Index
- Vendor Elsevier S & T
- SKU 9780123706041
- ISBN-13 9780080548821
- Author Gross, Markus; Pfister, Hanspeter
- Category Computers
- Subject Computer Graphics
Do you have questions about this book?
The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point.
Point-based graphics promises to change all that, and this book explains how. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance.
From there, it’s on to the methods themselves. Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. You’ll learn to apply these techniques, and you’ll also learn how to create your own. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms. A copy of this tool can be found on the companion website.
*The first book on a major development in computer graphics by the pioneers in the field
* Shows how 3D images can be manipulated as easily as 2D images are with Photoshop
* Includes CD-ROM with the open source software program Pointshop3D for experimentation with point graphics
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