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Mathematics and Physics for Programmers, Second Edition by Danny Kodicek, John Patrick Flynt

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Chapter 21. Modeling Techniques

Overview

This is the final chapter on 3-D graphics. It examines techniques for creating complex objects at the mesh level. So far, you’ve been looking at how to move objects from place to place without considering how they are made. You have assumed that the objects are either primitives, such as spheres or boxes, or pre-existing polygonal meshes. At this point, you will examine underlying surfaces and how they can be defined. You’re also going to explore surfaces, such as water and cloth, that can be animated in real time, and you’ll finish up with a brief look at creating animated characters.

The discussion includes attention to inverse ...

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