Focus on Curves and Surfaces 1st Edition by Kelly Dempski, Andre LaMothe – Ebook PDF Instant Download/Delivery. 159200007X ,9781592000074
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Product details:
ISBN 10: 159200007X
ISBN 13: 9781592000074
Author: Kelly Dempski, Andre LaMothe
Focus on Curves and Surfaces 1st Edition Table of contents:
Chapter 1: The Fundamentals of Curves and Surfaces
- Defining Curves and Surfaces in 3D Space
- Overview of Mathematical Concepts in Computer Graphics
- Coordinates, Vectors, and Matrices in Geometry
- The Role of Curves and Surfaces in 3D Models
- Applications in Game Development and Animation
Chapter 2: Mathematical Foundations for Curves
- Parametric Equations for Curves
- Tangent, Normal, and Binormal Vectors
- Bézier Curves: Linear, Quadratic, and Cubic
- Hermite Curves and Interpolation
- B-Splines and Their Properties
- Example: Drawing a Bézier Curve in 2D and 3D
Chapter 3: Curves in 3D Space
- The Geometry of Curves in Three Dimensions
- 3D Parametric Curves
- Computing Tangents, Normals, and Curvature
- Application of 3D Curves in Animation and Pathfinding
- Example: Creating a 3D Path for Animation
Chapter 4: Surfaces: The Basics
- Introduction to Parametric Surfaces
- Mathematical Representation of Surfaces
- Types of Surfaces: Planes, Spheres, and More Complex Forms
- Surface Normal and Tangent Vectors
- Surface Curvature and Continuity
- Example: Modeling a Simple 3D Surface
Chapter 5: Bézier Surfaces and Their Applications
- Defining Bézier Surfaces Using Control Points
- Linear, Quadratic, and Cubic Bézier Surfaces
- De Casteljau’s Algorithm for Surface Construction
- Interpolation Techniques for Surface Design
- Using Bézier Surfaces in Game Development
- Example: Creating a Complex 3D Surface Using Bézier Curves
Chapter 6: B-Splines: Basics and Beyond
- Introduction to B-Splines and Their Advantages
- Uniform and Non-Uniform B-Splines
- Knot Vectors and Basis Functions
- B-Splines vs. Bézier Surfaces
- Application of B-Splines in Modeling
- Example: Creating Smooth Surfaces with B-Splines
Chapter 7: NURBS (Non-Uniform Rational B-Splines)
- Understanding NURBS Surfaces
- Control Points, Weights, and Knots in NURBS
- Evaluating and Manipulating NURBS Surfaces
- NURBS vs. Bézier and B-Splines
- Application of NURBS in CAD and Game Development
- Example: Modeling a Car Body with NURBS
Chapter 8: Surface and Curve Intersections
- Finding Intersections Between Curves and Surfaces
- Mathematical Methods for Curve-Surface Intersections
- Applications in Collision Detection and Ray Tracing
- Implementing Intersection Algorithms in Game Engines
- Example: Calculating Ray-Surface Intersections in 3D Graphics
Chapter 9: Rendering Curves and Surfaces
- Algorithms for Rendering Curves and Surfaces in 3D Graphics
- Mesh Generation from Curves and Surfaces
- Using Tessellation for Complex Surfaces
- Rendering Curves with OpenGL and DirectX
- Shading and Texturing Curves and Surfaces
- Example: Rendering a Smooth Curve in a 3D Environment
Chapter 10: Advanced Topics in Curves and Surfaces
- Subdivision Surfaces and Their Applications
- Implicit Surfaces and Their Use in Modeling
- Advanced Rendering Techniques for Curves and Surfaces
- Computational Methods for Large-Scale Surface Modeling
- Real-Time Curves and Surfaces in Game Engines
- Example: Creating Advanced 3D Terrain Using Subdivision Surfaces
Chapter 11: Optimizing Curve and Surface Calculations
- Performance Considerations in Curve and Surface Rendering
- Efficient Storage of Control Points and Knots
- Optimizing Tessellation for Real-Time Applications
- Parallel Processing and Hardware Acceleration for Curves
- Techniques for Reducing the Complexity of Surfaces
- Example: Optimizing a Real-Time 3D Character Model
Chapter 12: Practical Applications of Curves and Surfaces
- Using Curves and Surfaces in Game Design and Animation
- Modeling Terrain, Characters, and Objects in 3D Games
- Animation Curves: Controlling Movement, Rotation, and Scaling
- Modeling Complex Environments with Curves and Surfaces
- The Role of Curves and Surfaces in Simulation and VR
- Example: Building a Game World with Curves and Surfaces
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