By Ramakrishnan Mukundan
This booklet brings jointly numerous complex issues in special effects which are very important within the parts of online game improvement, third-dimensional animation and real-time rendering. The booklet is designed for final-year undergraduate or first-year graduate scholars, who're already conversant in the fundamental suggestions in special effects and programming. It goals to supply an outstanding beginning of complex tools reminiscent of skeletal animation, quaternions, mesh processing and collision detection. those and different equipment lined within the ebook are basic to the improvement of algorithms utilized in advertisement purposes in addition to study.
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Additional info for Advanced Methods in Computer Graphics: With examples in OpenGL
Using a scene graph, the relative transformation of one object with respect to another can be easily computed. Relative transformations are useful for displaying billboards and first person views. This chapter also introduced the definition of a scene graph in the standard form. An object oriented framework for a scene graph was presented and some of the key implementation aspects were discussed. The next chapter will show that scene graphs play an important role in skeletal animation. Skeletal structures and the associated hierarchical transformations used in vertex skinning algorithms fit perfectly well with the scene graph model.
The sample implementation of a scene graph discussed above concatenates only transformation matrices along different paths from the root node to the leaf nodes. The hierarchical structure of a scene graph allows several other attributes to be propagated from an internal node to object nodes through various branches. One such attribute is the visibility of a node. If a node’s visibility attribute is set to false, then the visibility attribute of every node in that sub-tree can also be implicitly set to false by using a logical AND operation with the values from the parent nodes.
17. 8 Supplementary Material for Chap. 7 Summary Scene graphs are powerful data structures that can be used for hierarchical representations of transformations, bounding volumes and other visual attributes of groups of objects in a scene. This chapter showed the application of scene graphs in defining the transformations of interconnected systems. Robotic manipulator arms and articulated character models are examples of such systems containing one or more joint chains. Using a scene graph, the relative transformation of one object with respect to another can be easily computed.
Advanced Methods in Computer Graphics: With examples in OpenGL by Ramakrishnan Mukundan