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Chapter 10: Computer Graphics 10.1 The Scope of Computer Graphics 10.2 Overview of 3D Graphics 10.3 Modeling 10.4 Rendering 10.5 Dealing with Global Lighting 10.6 Animation 2D Versus 3D Graphics 2D Graphics: Deals with manipulating two-dimensional images 3D Graphics: Deals with producing and displaying images of three-dimensional virtual scenes. Figure 10.1 A “photograph” of a virtual world produced using 3D graphics (from Toy Story by Walt Disney Pictures/Pixar Animation Studios) ? Corbis/Sygma Figure 10.2 The 3D graphics paradigm Modeling Objects Shape: Represented by a polygonal mesh obtained from Traditional mathematical equations Berzier curves and surfaces Procedural models Other methods being researched Surface: Can be represented by a texture map Figure 10.3 A polygonal mesh for a sphere Figure 10.4 A Bezier curve Figure 10.5 Growing a polygonal mesh for a mountain range Figure 10.6 A scene from Shrek 2 by Dreamworks SKG (? Dreamworks/The Kobal Collection) Reflection Versus Refraction Reflection: Light rays bounce off surface. Specular light Diffuse light Ambient light Refraction: Light rays penetrate surface. Figure 10.7 Reflected light Figure 10.8 Specular versus diffuse light Figure 10.9 Refracted light Rendering Clipping: Restricts attention to objects within view volume Scan Conversion: Associates pixel positions with points in scene Shading: Determines appearance of points associated with pixels Figure 10.10 Identifying the region of the scene that lies inside the view volume Figure 10.11 The scan conversion of a triangular patch Shading Techniques Flat Shading: Creates faceted appearance Gouraud and Phong Shading: Creates smooth, rounded appearance Bump Mapping: Creates bumpy, rounded appearance Figure 10.12 A sphere as it might appear when rendered by flat shading Figure 10.13 A conceptual view of a polygonal mesh with normal vectors at its vertices Figure 10.14 A sphere as it might appear when rendered using bump mapping Rendering P
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