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