Skip to main content
  • 1722 Accesses

Summary

In this chapter, we have learned the basics of 3D modeling. The polygon shape was used to define primitive as well as complex shapes. We have learned how principles of transformations can be used to define hierarchical models. By developing 3D models, defining a viewing position, and a projection, we can define a 3D world inside our computer. The camera just needs to be clicked to photograph the world and display it onto the screen. In the next chapter we shall see how to render this 3D world to generate realistic images.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 54.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

Rights and permissions

Reprints and permissions

Copyright information

© 2004 Springer Science+Business Media, Inc.

About this chapter

Cite this chapter

(2004). 3D Modeling. In: Principles of Computer Graphics. Springer, Boston, MA. https://doi.org/10.1007/0-387-25479-X_5

Download citation

  • DOI: https://doi.org/10.1007/0-387-25479-X_5

  • Publisher Name: Springer, Boston, MA

  • Print ISBN: 978-0-387-95504-9

  • Online ISBN: 978-0-387-25479-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics