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Many of the figures from this book may be reproduced free of charge in scholarly articles,
proceedings, and presentations, provided only that the following citation is clearly indicated:
“Reproduced with the permission of the publisher from Computer Graphics: Principles and Practice,
Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D.
Foley, Steven K. Feiner, and Kurt Akeley. Copyright 2014 by Pearson Education, Inc.”
Reproduction for any use other than as stated above requires the written permission of Pearson
Education, Inc. Reproduction of any figure that bears a copyright notice other than that of Pearson
Education, Inc., requires the permission of that copyright holder.
Figure 6.1 Very high-level overview of WPF’s 3D geometry pipeline.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.1 Overhead view of pyramid.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.3 WPF’s 3D right-handed coordinate
system situated in a desert scene.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.4 Tabular representation of the geometric
specification of a single-triangle mesh.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.5 Identification of the front side of a mesh
triangle via counterclockwise ordering of vertices.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.6 First triangle’s front side rendered
using a uniformly yellow material.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.7 First triangle’s back side, invisible due to
lack of specification of a material for the back side.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.8 First triangle’s back side, rendered
using a uniformly red material.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.9 Tabular representation of geometric
specification of a two-triangle mesh.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.10 Renderings of the partial pyramid in two distinct
orientations, in an environment containing only ambient light.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.11 Rays emanating from a point light source in the scene,
striking points on a planar surface at an infinite variety of angles.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.12 Rays emanating from a directional light source, infinitely distant
from the planar surface, striking the surface’s points at identical angles.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.13 Our desert scene’s coordinate system with annotation showing
the direction of the rays emanating from the directional light source.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.14 The angle θ, defined as the angle between the
incoming light direction ray ℓ and the surface normal n.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.15 Brightness computed by Lambert’s cosine law for three values of θ.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.16 Rendering of the pyramid with directional lighting,
with θ close to 90° for the right-most visible face.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.17 Rendering of the pyramid with directional lighting,
with θ approximately 70° for the rightmost visible face.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.18 Flat-shaded rendering of a dolphin mesh model, with three
triangles highlighted to demonstrate the concept of the key vertex.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.19 Flat-shaded rendering of a cone with
16 sides.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.20 Flat-shaded rendering of a cone with 64 sides,
reducing (but not eliminating) the obvious faceting.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.21 Flat-shaded rendering of the classic
“Utah” teapot model.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.22 Gouraud-shaded rendering of the
same teapot model.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.23 Comparison of flat shading and Gouraud shading, two
different techniques for determining intensity values between the
vertices at which lighting calculations were performed.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.24 Calculating a vertex normal in 2D, as an average
of the normals of the two adjacent line segments.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.25 Calculating a vertex normal in 3D, as an average
of the surface normals of all triangles sharing the vertex.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.26 Tabular representation of geometric specification of
a two-triangle mesh with reuse of shared vertices (the apex and
the shared base vertex).
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.27 Assignment of indices to the vertices
in our pyramid model.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.28 Gouraud shaded pyramid, produced in WPF by specifying
that the two triangles share vertices V0 and V2, causing their vertex
normals to be the average of the surface normals of the two triangles.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.29 Square 64 × 64 image of a tan-hued
pattern to simulate a sandy desert floor.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.30 Floating-point texture coordinate system applied to the
sand-pattern image, with the origin located at the upper-left corner.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.31 Mapping world-coordinate vertices on the two-triangle
model of the desert floor to corresponding texture coordinates.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.32 Sand texture overstretched to cover
the entire desert floor.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.33 Square image of a brick pattern.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.34 Result of stretching one copy of the
brick texture onto each wall.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.35 Result of tiling multiple copies of the
brick texture onto each wall.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.36 Image of a sky image.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.37 Renderings of a teapot, showing the contribution of each of the three
components generated by the Phong lighting equation: (a) ambient, (b) diffuse, (c)
specular, and (d) result generated by summing the contributions.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.38 Phong’s original technique for computing specular
reflection, depicted in a context in which the camera position is
very close to the reflection ray.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.39 Phong’s original technique for computing specular
reflection, depicted in a context in which the camera position is
not close to the reflection ray. The significant difference in the
value of cos δ makes an even greater difference when it’s raised
to a large power, so the specular term is nearly zero for this view.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.40 WPF’s rendering of the camel constructed via
hierarchical modeling, with joints for legs and neck animation.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.41 Scene graph of the camel-leg model. Here, and
below, we use a beige background to highlight a portion of the
graph that is being used as a component or submodel.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.42 Rendering of the foot model, at its
canonical position at the origin.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.43 Rendering of the shin model, at its
canonical position at the origin.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.44 Rendering of a first draft of a lower-leg model, constructed
by composing the two subcomponents without moving them from their
canonical positions at the origin of the coordinate system.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.45 Rendering of the lower-leg model, now
corrected via application of a modeling transformation on
the shin subcomponent.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.46 Rendering of the lower-leg model from
a second point of view.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.47 Rendering of the complete leg model.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.48 Result of specifying a 37º rotation at the knee
joint, annotated with a red line through the joint, parallel to
the x-axis, showing the axis of rotation.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.49 Scene graph of a camel constructed without reusable
components, allowing individual control of each joint.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.50 Reducing the storage cost by reusing a lower-leg submodel,
with no loss of flexibility in joint control.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.51 Reducing the storage cost by reusing a model for the left-side legs and
a separate model for the right-side legs, with great loss of flexibility in joint control.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
Figure 6.52 Modeling a caravan by reusing a single camel model, a highly
scalable approach at the cost of excessive synchronized leg movement.
From Computer Graphics, Third Edition, by John F. Hughes, Andries van Dam, Morgan McGuire, David F. Sklar, James D. Foley, Steven K. Feiner, and Kurt Akeley (ISBN-13: 978-0-321-39952-6).
Copyright © 2014 by Pearson Education, Inc. All rights reserved.
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