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Modelling techniques for 3D objects and surfaces are the topic of this Chapter. Models like voxels, constructive solid geometry (CSG), sweep representation, functions of two variables and parametric curves like B-splines and NURBS are introduced. Tesselation with triangles of a 3D surface is a basic technique for rendering in computer graphics. Different resolutions for the tesselation are used to minimise computations and optimise the graphical representation for the LOD concept (level of detail), which chooses the resolution depending on the position of the viewer of the scene. Text is a special type of object in 3D scenes, which needs special attention. Java 3D programs illustrate basic concepts introduced in this Chapter.
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An Interface in Java can be used to define methods that a class must contain. In the case of a real-valued function of two variables the Interface requires only that the method evaluateAt must be implemented. This method returns the value z= f( x, y) for the function f for the pair of input value x and y. A class that implements this Interface must contain a precise implementation of the methods required by the Interface. In the case of evaluating a function, a concrete function of two real variables must be implemented, returning the value of the function at the corresponding input.
For a normalised vector v, ∥ v∥=1 must hold.
go back to reference Pharr, M. (ed.): GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation. Addison-Wesley, Boston (2005) Pharr, M. (ed.): GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation. Addison-Wesley, Boston (2005)
- Modelling Three-Dimensional Objects
Prof. Dr. Frank Klawonn
- Springer London
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