This text looks at the uses of 3D computer modelling in product design, visualization and architecture, and introduces the basic theory and practice of the medium. Subjects range from co-ordinates to radiosity, from bump mapping to splines and from data compression to teleology. The work covers the underlying principles of different model-building methods, surface treatments and lighting methods, as well as material specific to the Macintosh: relevant hardware, file types, data compression, networking and expense. A large section considers in detail the software available, assessing the strengths, weaknesses and applications. Case studies test out different products on real projects and further chapters cover design methodology, principles and the future of modelling.