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The History of Visual Magic in Computers : How Beautiful Images are Made in CAD, 3D, VR and AR.

Author: Jon Peddie
Publisher: Dordrecht : Springer, 2013.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Database:WorldCat
Summary:
If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, ""How do they do that?"", then you've experienced the magic of 3D worlds generated by a computer.3D in computers began as a way to represent automotive designs and illustrate the construction of molecules.  Read more...
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Peddie, Jon.
History of Visual Magic in Computers : How Beautiful Images are Made in CAD, 3D, VR and AR.
Dordrecht : Springer, ©2013
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Jon Peddie
ISBN: 9781447149323 1447149327
OCLC Number: 854975916
Notes: 4.2.6 First Video Game on a Computer (1952).
Description: 1 online resource (485 pages)
Contents: Foreword I; Foreword II; Preface; Dedications and Acknowledgements; A Side Note-Lawyers; The Inventors, Discoverers, and Architects; No Plotters; Contents; List of Figures; List of Tables; 1 Introduction; 1.1 Introduction; 1.2 Geometry and Art; 1.3 The History of Visual Magic in Computers; 1.4 Looking Forward; 1.5 Computer Graphics References and Links to Resources; 1.5.1 May the Pixel Be with You; 2 Getting to 3D; 2.1 Introduction; 2.2 The Foundation of 3D; 2.3 The Calendar; 2.3.1 Notation; 2.4 The First 3D --
5000-3000 BCE; 2.5 Learning to Count (2500-500 BCE). 2.6 Numbering System (5000-460 BCE)2.6.1 Panini (520-460 BCE); 2.7 Geometry (600-300 BCE); 2.7.1 Thales of Miletos (624-546 BCE); 2.7.2 Pythagoras of Samos (Greek: 580-490 BCE); 2.7.3 Euclid of Alexandria (323-283 BCE); 2.8 Zero --
Where Would We Be Without It? (300 BCE); 2.9 Apollonius of Perga (262-190 BCE), and Conic Sections; 2.10 Matrix Math (100 BCE); 2.10.1 Jiu Zhang Suan Shu (100 BCE-50 CE); 2.10.2 Father of the Negative Number?; 2.11 3D Math (50 CE); 2.11.1 Heron of Alexandria (10 CE-70 CE), the Father of 3D?; 2.12 The Beginnings of Algebra: Cubic Equation (10-1080). 2.12.1 Omar Khayyam (1048-1131 CE)2.13 The Renaissance (1300-1600); 2.14 3D Perspective and Coordinate Systems (1400-1600); 2.14.1 Filippo Brunelleschi (1377-1446); 2.14.2 Piero della Francesca (1412-1492); 2.14.3 René Descartes (1596-1650); 2.14.4 James Joseph Sylvester (1814-1897) Matrix Notation; 2.15 Epilogue; Appendix; A.1 Math History; References; 3 Developing the 3D Software; 3.1 Introduction; 3.2 Synthesizing 3D in Computers (1959- ... ; 3.2.1 Developing the Math; 3.2.1.1 Conics (1940); 3.2.1.2 Splines (1943); 3.2.1.3 Spine Curves (~1955); 3.2.1.4 Surface Patches (~1958-1963). 3.2.1.5 NURBS (~1960)3.2.1.6 Drawing Lines (1962); 3.2.2 Using the Math; 3.2.2.1 GEM CAD System (~1956); 3.2.2.2 Airplane Cockpits (1959); 3.2.2.3 Solid Modeling (1966); 3.2.2.4 Finite Element Modeling (1967); 3.3 Generating the Image; 3.3.1 Normals; 3.3.2 Flat, Phong and Gouraud Shading (1971~1974); 3.3.2.1 Flat Shading; 3.3.2.2 Gouraud Shading (1971); 3.3.2.3 Phong Shading (1973); 3.3.3 Texture, Bump, and Environment Mapping (1974~1978); 3.3.3.1 Texture Mapping (1974); 3.3.3.2 Environment Mapping (1974); 3.3.3.3 Bump Mapping (1987); 3.3.4 Image Filtering; 3.3.4.1 Anti-Aliasing (1977). 3.3.4.2 General Image Filtering3.3.4.3 Anisotropic Filtering (1999); 3.3.5 Ray Tracing (1980); 3.3.5.1 Particles Fluids and Special Effects (1982); 3.3.6 Human Skin; 3.3.7 3D Art; 3.4 Summary; Appendix; A.1 SIGGRAPH; A.2 National Computer Graphics Association; A.3 Eurographics; References; 4 Developing the Applications; 4.1 Introduction; 4.2 Playing Around; 4.2.1 First Electromechanical Game Playing Computer (1940); 4.2.2 Missile Simulation Game 1947; 4.2.3 First Interactive Computer Game 1949; 4.2.4 NIMROD, the First Electronic Game Computer (1951); 4.2.5 Computer Chess Program (1951).

Abstract:

If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, ""How do they do that?"", then you've experienced the magic of 3D worlds generated by a computer.3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graph.

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