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In this chapter we have seen the most commonly used ways in which images are transformed, from adding a watermark to resizing images. With these methods as a base you should be able to achieve most effects you want. In chapter 12 we ll be looking at more customized ways to manipulate images.
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Reading of stegano images was broken in versions 5.2.7 and 5.2.9 of ImageMagick. If you want to run this example, either use 5.2.6 or before, or 5.3.0 and later.
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One area of image manipulation that was not described, but that might be of interest, is the application of special effects. Of course, many special effects can be achieved through convolution filters, and this is often the way they are implemented in image manipulation software (see also chapter 12). Appendix A contains a list of all the methods available through Image::Magick, including the special effect filters that it provides. It also includes example figures illustrating each effect. If you need to apply a blurring or solarizing filter, I suggest you take a look at that appendix.
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9.1 OpenGL 154 9.2 RenderMan 164 9.3 Summary 172
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The title of this chapter is a bit of a misnomer, since it is actually about the creation of two-dimensional images of three-dimensional scenes. People in the 3D business tend to use the term computer graphics1 as if only 3D rendering matters, but that is too narrow. There are, after all, many computer graphics applications that have nothing to do with three-dimensional objects and projections, as can be seen in the other chapters in this book. Even in the field of 3D computer graphics, there are vastly different areas with different requirements. On the one end of the scale there are the photo-realistic rendering engines attempting to create images of 3D scenes that look as realistic as possible. Many inventive and sophisticated algorithms are used to add a touch more realism to the texture of an object, the focus of a virtual camera lens, or the way light diffracts and diffuses in air. These rendering engines generally take a great number of CPU cycles (and sometimes memory) to render a single frame, and many frames are necessary to create animated films such as Jurassic Park, Toy Story, or Shrek.
Something else to note is that the computer graphics business often uses the acronym CGI for Computer Graphics and Imaging. This has, of course, nothing to do with the Common Gateway Interface as discussed in chapter 6.
On the other end of the scale, one can find high-speed three-dimensional game engines. These engines tend to emphasize speed over realism, and employ many algorithms that produce a reasonable looking effect in the least amount of computing time. Often you ll find the implementations of these algorithms in hardware, for example on the graphics card in your computer, to speed up the process to its limits. Most applications that use engines similar to these are interactive applications, such as games, 3D model viewers, or architectural programs that allow you to walk through the design of your new house. In this chapter we ll discuss how to use some Perl interfaces to the 3D rendering libraries, OpenGL and RenderMan. These two libraries represent the two ends of the scale of realism versus speed, and between the two of them they cover almost any need you might have in the area of three-dimensional computer graphics. Unfortunately, there are no modules for Perl that allow working with 3D vector graphics, so we won t discuss that subject. In discussing the modules, we will mainly touch on how to use them, what the differences between these modules and their C counterparts are, and what the Perlspecific gotchas are. This will allow you to pick up any documentation that has been written for the C APIs (and there is quite a bit of that), and translate that to the equivalent Perl code, with this chapter as a guide. We won t see any implementations of 3D algorithms here, because, frankly, I don t believe this should be done in Perl, yet. This is one area of computing where Perl is just too bulky and slow to be really useful. It is much wiser to delegate the hard work of three-dimensional rendering to lower-level code, as provided by the RenderMan and OpenGL modules. To be able to comfortably work with these packages, you will need to have some trigonometry, and especially vector and matrix algebra knowledge. While it may be possible to create a three-dimensional scene by trial and error, it is definitely a big help to understand what the various translations, rotations and shears mean and what they do to your carefully constructed objects.
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