LEADER 04141nam 2200649 a 450 001 9910784654903321 005 20230120004646.0 010 $a1-281-11900-8 010 $a9786611119003 010 $a0-08-054882-2 035 $a(CKB)1000000000364091 035 $a(EBL)305640 035 $a(OCoLC)476083735 035 $a(SSID)ssj0000223142 035 $a(PQKBManifestationID)11190467 035 $a(PQKBTitleCode)TC0000223142 035 $a(PQKBWorkID)10182589 035 $a(PQKB)10599818 035 $a(Au-PeEL)EBL305640 035 $a(CaPaEBR)ebr10188233 035 $a(CaONFJC)MIL111900 035 $a(CaSebORM)9780123706041 035 $a(MiAaPQ)EBC305640 035 $a(EXLCZ)991000000000364091 100 $a20070312d2007 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aPoint-based graphics$b[electronic resource] /$fedited by Markus Gross and Hanspeter Pfister 205 $a1st edition 210 $aAmsterdam ;$aBoston $cMorgan Kaufmann$dc2007 215 $a1 online resource (553 p.) 225 1 $aThe Morgan Kaufmann series in computer graphics 300 $aDescription based upon print version of record. 311 $a0-12-370604-1 320 $aIncludes bibliographical references (p. 475-514) and index. 327 $aFront 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. Acquisition 327 $a3.1 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 Models 327 $a6.4 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 330 $a The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Point-based graphics promises to change all that, and this book explains how. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry 410 0$aMorgan Kaufmann series in computer graphics and geometric modeling. 606 $aComputer graphics 606 $aThree-dimensional display systems 615 0$aComputer graphics. 615 0$aThree-dimensional display systems. 676 $a006.6 701 $aGross$b Markus$f1963-$01497158 701 $aPfister$b Hanspeter$01497159 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910784654903321 996 $aPoint-based graphics$93722208 997 $aUNINA