Exploring Ray Tracing and Animation: Photorealism, Fractals, and 3d Modeling
Charles River Media (Publisher)
Published on 1. May 1996
Book
Mixed media product
500 pages
978-1-886801-13-4 (ISBN)
Description
This manual and CD-ROM provides tips for rendering photorealistic images using ray tracing and animation techniques. Covers everything from basic concepts to advanced animation and virtual reality programming.
This manual and CD-ROM provides tips for rendering photorealistic images using ray tracing and animation techniques. Covers everything from basic concepts to advanced animation and virtual reality programming.
This manual and CD-ROM provides tips for rendering photorealistic images using ray tracing and animation techniques. Covers everything from basic concepts to advanced animation and virtual reality programming.
More details
Language
English
Place of publication
Hingham
United States
Publishing group
Cengage Learning, Inc
Target group
College/higher education
Professional and scholarly
ISBN-13
978-1-886801-13-4 (9781886801134)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Classification
Content
1 - Why things appear as they do. 2 - Color concepts and principles. 3 - Color applications. 4 - Concepts of three-dimensional space. 5 - How to use your computer as a window into three dimensions. 6 - An introduction to ray tracing. 7 - Seeing the light. 8 - Building your world. 9 - Building your world with mathematics. 10 - Meet Vivid the ray tracer. 11 - The issue of display. 12 - How some of the scenes that you saw earlier were prepared. 13 - Preparing your own scenes. 14 - Modeling tools on the CD ROM. 15 - Animation. 16 - Tutorial on the C programming language. 17 - The anatomy of Bob Jr. 18 - Ray tracing Quaternion Julia sets. 19 - The ins and outs of high-speed ray-traced. animation generation. Appendix A - Credits for images found throughout the text. B - Directory contents of the cd rom. C - Algorithms for ray-object intersection (analytic geometry). D - Quaternion algebra. E - Internet resources for graphics. F - Miscellaneous other resources for graphics.