ISBN: 159200007X

EAN: 2147483647

EAN: 2147483647

Year: 2003

Pages: 104

Pages: 104

Authors: Kelly Dempski

- LRN
- Table of Contents
- Focus on Curves and Surfaces
- Higher-Degree Polynomials
- In Conclusion
- Chapter 4: B-Splines
- The Effects of Weighting Factors
- Part Three: Focus on Surfaces
- From B-Spline Curves to Surfaces
- Chapter 10: More NURBS Surfaces
- Drawing a Bezier Patch with DirectX
- What Is Differential Calculus?
- What Is a Vector?
- Web Sites
- Rhino 2.0 (Evaluation Version)
- Introduction
- Joining Curves and Continuity
- Part Two: Focus on Curves
- The Building Blocks of a B-Spline
- Conic Sections and NURBS Curves
- Chapter 7: Basic Surface Concepts and Bezier Surfaces
- Implementing B-Spline Surfaces
- Ruled Surfaces
- In Conclusion
- What Is a Derivative?
- Normalizing Vectors
- Xfrog (Evaluation Version)
- How Should This Book Be Read?
- Introducing the Curve Application
- Chapter 3: Parametric Equations and Bezier Curves
- Knot Vectors
- Finding the Derivative of NURBS Curves
- Extending Curves to Patch Surfaces
- In Conclusion
- Surfaces of Revolution
- Part Four: Appendixes
- Derivatives of Polynomial Functions
- Vector Cross Product
- What s Included
- In Conclusion
- What Is a Parametric Equation?
- Controlling the B-Spline
- Implementing NURBS in Code
- Finding Surface Normal Vectors
- Chapter 9: NURBS Surfaces
- Swept Surfaces
- The Quotient Rule
- In Conclusion
- Who Am I?
- Chapter 2: Trigonometric Functions
- Derivatives of Parametric Equations
- Generating Closed Shapes with B-Splines
- In Conclusion
- Lighting a Surface
- Advantages of NURBS Surfaces over B-Spline Surfaces
- Skinned Surfaces
- Derivatives of Trigonometric Functions
- Part One: Focus on Basics
- Defining Sine, Cosine, and Tangent
- Bezier Curves Defined in Parametric Terms
- Finding Derivatives of B-Spline Curves
- Chapter 6: Subdivision of Curves
- Extending the Basic Application to 3D
- From NURBS Curves to Surfaces
- Generalizing Swept and Skinned Shapes
- Partial Derivatives of Multivariable Functions
- Chapter 1: Polynomial Curves
- Properties of Waves
- Joining Bezier Curves
- Implementing B-Spline Code
- Simple Adaptive Subdivision
- Setting Up Buffers for a Generic Surface
- Implementing NURBS Surfaces
- In Conclusion
- Caveats and Conclusions
- What Is a Curve?
- Some Simple Uses for Trigonometric Functions
- Finding Derivatives of Bezier Curves
- In Conclusion
- The Source Code
- In Conclusion
- Moving Beyond Fluttering Sheets
- Chapter 11: Higher-Order Surfaces in DirectX
- What Is a Polynomial?
- Computing Trigonometric Functions with Taylor Series Approximations
- Putting It All Together
- Chapter 5: NURBS
- Performance Considerations
- Chapter 8: B-Spline Surfaces
- Advantages of NURBS Surfaces
- DirectX versus Doing It Yourself
- Lines and Slopes
- Higher-Degree Polynomials
- Joining Curves and Continuity
- Introducing the Curve Application
- In Conclusion
- Chapter 2: Trigonometric Functions
- Defining Sine, Cosine, and Tangent
- Properties of Waves
- Some Simple Uses for Trigonometric Functions
- Computing Trigonometric Functions with Taylor Series Approximations
- Aliasing
- In Conclusion
- Part Two: Focus on Curves
- Chapter 3: Parametric Equations and Bezier Curves
- What Is a Parametric Equation?
- Derivatives of Parametric Equations
- Bezier Curves Defined in Parametric Terms
- Joining Bezier Curves
- Finding Derivatives of Bezier Curves
- Putting It All Together
- In Conclusion
- Chapter 4: B-Splines
- The Building Blocks of a B-Spline
- Knot Vectors
- Controlling the B-Spline
- Generating Closed Shapes with B-Splines
- Finding Derivatives of B-Spline Curves
- Implementing B-Spline Code
- In Conclusion
- Chapter 5: NURBS
- NURBS: Rational Splines
- The Effects of Weighting Factors
- Conic Sections and NURBS Curves
- Finding the Derivative of NURBS Curves
- Implementing NURBS in Code
- In Conclusion
- Chapter 6: Subdivision of Curves
- Simple Adaptive Subdivision
- The Source Code
- Performance Considerations
- In Conclusion
- Part Three: Focus on Surfaces
- Chapter 7: Basic Surface Concepts and Bezier Surfaces
- Extending Curves to Patch Surfaces
- Finding Surface Normal Vectors
- Lighting a Surface
- Extending the Basic Application to 3D
- Setting Up Buffers for a Generic Surface
- In Conclusion
- Chapter 8: B-Spline Surfaces
- Advantages of B-Spline Surfaces over Bezier Surfaces
- From B-Spline Curves to Surfaces
- Implementing B-Spline Surfaces
- In Conclusion
- Chapter 9: NURBS Surfaces
- Advantages of NURBS Surfaces over B-Spline Surfaces
- From NURBS Curves to Surfaces
- Implementing NURBS Surfaces
- Moving Beyond Fluttering Sheets
- Advantages of NURBS Surfaces
- In Conclusion
- Chapter 10: More NURBS Surfaces
- Ruled Surfaces
- Surfaces of Revolution
- Swept Surfaces
- Skinned Surfaces
- Generalizing Swept and Skinned Shapes
- In Conclusion
- Chapter 11: Higher-Order Surfaces in DirectX
- DirectX versus Doing It Yourself
- Higher-Order Surfaces in DirectX
- Drawing a Bezier Patch with DirectX
- In Conclusion
- Part Four: Appendixes
- Appendix A: Derivative Calculus
- What Is Differential Calculus?
- What Is a Derivative?
- Derivatives of Polynomial Functions
- The Quotient Rule
- Derivatives of Trigonometric Functions
- Partial Derivatives of Multivariable Functions
- Caveats and Conclusions
- Appendix B: A Quick Look at Vectors
- What Is a Vector?
- Normalizing Vectors
- Vector Cross Product
- In Conclusion
- Appendix C: Bibliography
- Web Sites
- Appendix D: What s on the CD
- Rhino 2.0 (Evaluation Version)

Focus On Curves and Surfaces (Focus on Game Development)

ISBN: 159200007X

EAN: 2147483647

EAN: 2147483647

Year: 2003

Pages: 104

Pages: 104

Authors: Kelly Dempski

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