Advanced Methods in Computer Graphics with Examples in OpenGL [Mukundan 2012-02-15].pdf

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Advanced Methods in Computer Graphics
Ramakrishnan Mukundan
Advanced Methods
in Computer Graphics
With examples in OpenGL
123
R. Mukundan
Department of Computer Science and Software Engineering
University of Canterbury
Christchurch, New Zealand
ISBN 978-1-4471-2339-2
e-ISBN 978-1-4471-2340-8
DOI 10.1007/978-1-4471-2340-8
Springer London Dordrecht Heidelberg New York
British Library Cataloguing in Publication Data
A catalogue record for this book is available from the British Library
Library of Congress Control Number: 2012931936
© Springer-Verlag London Limited 2012
Apart from any fair dealing for the purposes of research or private study, or criticism or review, as
permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced,
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specific statement, that such names are exempt from the relevant laws and regulations and therefore free
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The publisher makes no representation, express or implied, with regard to the accuracy of the information
contained in this book and cannot accept any legal responsibility or liability for any errors or omissions
that may be made.
Printed on acid-free paper
Springer is part of Springer Science+Business Media (www.springer.com)
To my daughter
Lalitha
Preface
The field of Computer Graphics has evolved rapidly over the past decade following
the development of a large collection of algorithms and techniques for various appli-
cations in modelling, animation, visualisation, real-time rendering and game engine
design. Advances in graphics hardware capabilities and processor technology have
continuously fuelled this growth. As a result, this field continues to have enormous
potential for further research and development. Computer graphics has also been
one of the popular subjects in the computer science and computer engineering
disciplines for several years. It is a field where one could always find new and
interesting ideas, elegant algorithms and robust implementations.
I have been teaching both introductory and advanced courses on computer
graphics for the past 12 years, and have constantly observed the enthusiasm
of students in learning as well as mastering various techniques used for three-
dimensional modelling, rendering and animation. The visual effects some of these
methods produce captivate their interest, and motivate them to further study and
research more advanced techniques. This book evolved from a compilation of my
lecture notes and reference material for a graduate course in advanced computer
graphics taught in the Department of Computer Science and Software Engineering
at the University of Canterbury. The primary aim of this book project has been
to develop a reference text suitable for both students and researchers, providing
an in-depth and comprehensive coverage of important methods that are useful
in the field of character animation. Working towards this goal, I soon realised
that a book covering a large number of subfields ranging from physically based
simulation to non-photorealistic rendering would be a highly ambitious project. This
book includes a selection of topics which I consider as fundamental to the area of
animation and rendering, and I hope that it will contribute to a deeper and broader
understanding of key algorithms used in advanced computer graphics.
I am very much indebted to the graduate students and staff in the Department
of Computer Science and Software Engineering, University of Canterbury, for
their support, valuable feedback, and encouragement. My sincere thanks go to
Dr. Richard Lobb (Adjunct Senior Fellow, Department of Computer Science and
Software Engineering, University of Canterbury) for devoting so much of his
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