04173nam 2200661 a 450 991045860310332120200520144314.01-281-11900-897866111190030-08-054882-2(CKB)1000000000364091(EBL)305640(OCoLC)476083735(SSID)ssj0000223142(PQKBManifestationID)11190467(PQKBTitleCode)TC0000223142(PQKBWorkID)10182589(PQKB)10599818(MiAaPQ)EBC305640(CaSebORM)9780123706041(Au-PeEL)EBL305640(CaPaEBR)ebr10188233(CaONFJC)MIL111900(EXLCZ)99100000000036409120070312d2007 uy 0engur|n|---|||||txtccrPoint-based graphics[electronic resource] /edited by Markus Gross and Hanspeter Pfister1st editionAmsterdam ;Boston Morgan Kaufmannc20071 online resource (553 p.)The Morgan Kaufmann series in computer graphicsDescription based upon print version of record.0-12-370604-1 Includes bibliographical references (p. 475-514) and index.Front Cover; Point-based Graphics; Copyright Page; About the Editors; Table of Contents; Foreword; Chapter 1. Introduction; 1.1 Overview; 1.2 Book Organization; 1.3 Common Issues and Reoccurring Patterns; 1.4 Acknowledgments; Chapter 2. The Early History Of Point-Based Graphics; 2.1 Sample-based Representations of Geometry; 2.2 Image-order versus Object-order Visibility and Antialiasing; 2.3 The Challenge Posed By Procedural Modeling; 2.4 The Curious Case of Displacement Mapping; 2.5 Points and Micropolygons to the Rescue; 2.6 The Current Renaissance in Point Graphics; Chapter 3. Acquisition3.1 Acquisition of Point-sampled Geometry3.2 A Practical Low-cost Scanner for Geometry and Appearance; 3.3 Point-based 3D Photography; Chapter 4. Foundations and Representations; 4.1 Surface Reconstruction; 4.2 Moving Least Squares-based Surface Representations; 4.3 Sampling of Point Models; 4.4 Efficient Data Structures; 4.5 Real-time Refinement; Chapter 5. Digital Processing; 5.1 Preprocessing and Filtering of Point Models; 5.2 3D Editing and Painting; 5.3 Shape Modeling; Chapter 6. Rendering; 6.1 Splatting Fundamentals; 6.2 GPU Splatting; 6.3 Ray Tracing of Point Models6.4 Rendering of Very Large Models6.5 Sequential Point Trees; Chapter 7. Physics-Based Animation; 7.1 Meshless Finite Elements; 7.2 Animation of Fracturing Material; 7.3 Fluid Simulation; Chapter 8. Selected Topics; 8.1 Point-sampled 3D Video; 8.2 Statistical Representations; 8.3 Visualization of Attributed 3D Point Datasets; 8.4 Point Clouds and Brick Maps for Movie Productions; Bibliography; Index; About the CD-ROM 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 geometryMorgan Kaufmann series in computer graphics and geometric modeling.Computer graphicsThree-dimensional display systemsElectronic books.Computer graphics.Three-dimensional display systems.006.6Gross Markus1963-924331Pfister Hanspeter924332MiAaPQMiAaPQMiAaPQBOOK9910458603103321Point-based graphics2074235UNINA