Point-Based Graphics -

Point-Based Graphics (eBook)

eBook Download: PDF
2011 | 1. Auflage
552 Seiten
Elsevier Science (Verlag)
978-0-08-054882-1 (ISBN)
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The current methods of modeling objects in computer graphics are starting to come up against limitations driven by the enormous complexity of modern images. The current method (known as polygon meshes) requires huge computational power to manage, process, and manipulate the large amounts of information that is now contained in these images. For example, a single frame of Pixar's Cars typically required 30+ hours render time on the best hardware Disney could buy. In addition, modern 3D digital photography and scanning techniques can capture not only the appearance of objects, but can also the geometrical information of complex, real-world objects. This results in huge collections of samples of points of objects. These point sets can become the building blocks of new types of 3D models, much like a pixel is the building block of an image.
Point-Based Graphics describes a new technique with easy-to-use tools for manipulating 3D models. This technique will allow current graphics tools, such as Adobe Illustrator or Adobe Photoshop, to be extended to 3D images. These techniques will have a major impact in the media and entertainment industries. For example, the latest rendering tool used at Pixar is point-based. And techniques used for special effects in movies and computer games that are based on particle systems are a natural fit with point-based methods.

The first book on a major development in graphics by the pioneers in the field
* This technique allows 3D images to be manipulated as easily as Photoshop works with 2D images
* Includes CD-ROM with the open source software program Pointshop3D for experimentation with point graphics
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. 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. - 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

Front Cover 1
Point-based Graphics 6
Copyright Page 7
About the Editors 9
Table of Contents 16
Foreword 22
Chapter 1. Introduction 26
1.1 Overview 26
1.2 Book Organization 28
1.3 Common Issues and Reoccurring Patterns 30
1.4 Acknowledgments 31
Chapter 2. The Early History Of Point-Based Graphics 34
2.1 Sample-based Representations of Geometry 34
2.2 Image-order versus Object-order Visibility and Antialiasing 35
2.3 The Challenge Posed By Procedural Modeling 36
2.4 The Curious Case of Displacement Mapping 37
2.5 Points and Micropolygons to the Rescue 38
2.6 The Current Renaissance in Point Graphics 40
Chapter 3. Acquisition 44
3.1 Acquisition of Point-sampled Geometry 45
3.2 A Practical Low-cost Scanner for Geometry and Appearance 74
3.3 Point-based 3D Photography 91
Chapter 4. Foundations and Representations 120
4.1 Surface Reconstruction 121
4.2 Moving Least Squares–based Surface Representations 134
4.3 Sampling of Point Models 152
4.4 Efficient Data Structures 173
4.5 Real-time Refinement 190
Chapter 5. Digital Processing 212
5.1 Preprocessing and Filtering of Point Models 213
5.2 3D Editing and Painting 232
5.3 Shape Modeling 250
Chapter 6. Rendering 272
6.1 Splatting Fundamentals 273
6.2 GPU Splatting 296
6.3 Ray Tracing of Point Models 319
6.4 Rendering of Very Large Models 338
6.5 Sequential Point Trees 352
Chapter 7. Physics-Based Animation 366
7.1 Meshless Finite Elements 367
7.2 Animation of Fracturing Material 383
7.3 Fluid Simulation 398
Chapter 8. Selected Topics 414
8.1 Point-sampled 3D Video 415
8.2 Statistical Representations 432
8.3 Visualization of Attributed 3D Point Datasets 445
8.4 Point Clouds and Brick Maps for Movie Productions 460
Bibliography 500
Index 540
About the CD-ROM 552

Erscheint lt. Verlag 4.5.2011
Sprache englisch
Themenwelt Informatik Grafik / Design Digitale Bildverarbeitung
ISBN-10 0-08-054882-2 / 0080548822
ISBN-13 978-0-08-054882-1 / 9780080548821
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