Author: Donald Hearn
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 682
Book Description
The book also contains the following additional features: discussion of hardware and software components of graphics systems, as well as various applications; exploration of algorithms for creating and manipulating graphics displays, and techniques for implementing the algorithms; use of programming examples written in C to demonstrate the implementation and application of graphics algorithms; and exploration of GL, PHIGS, PHIGS+, GKS, and other graphics libraries.
Computer Graphics, C Version
Author: Donald Hearn
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 682
Book Description
The book also contains the following additional features: discussion of hardware and software components of graphics systems, as well as various applications; exploration of algorithms for creating and manipulating graphics displays, and techniques for implementing the algorithms; use of programming examples written in C to demonstrate the implementation and application of graphics algorithms; and exploration of GL, PHIGS, PHIGS+, GKS, and other graphics libraries.
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 682
Book Description
The book also contains the following additional features: discussion of hardware and software components of graphics systems, as well as various applications; exploration of algorithms for creating and manipulating graphics displays, and techniques for implementing the algorithms; use of programming examples written in C to demonstrate the implementation and application of graphics algorithms; and exploration of GL, PHIGS, PHIGS+, GKS, and other graphics libraries.
3D Computer Graphics
Author: Samuel R. Buss
Publisher: Cambridge University Press
ISBN: 1139440381
Category : Computers
Languages : en
Pages : 397
Book Description
This textbook, first published in 2003, emphasises the fundamentals and the mathematics underlying computer graphics. The minimal prerequisites, a basic knowledge of calculus and vectors plus some programming experience in C or C++, make the book suitable for self study or for use as an advanced undergraduate or introductory graduate text. The author gives a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Bézier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and colour theory. The book covers some aspects of animation, including quaternions, orientation, and inverse kinematics, and includes source code for a Ray Tracing software package. The book is intended for use along with any OpenGL programming book, but the crucial features of OpenGL are briefly covered to help readers get up to speed. Accompanying software is available freely from the book's web site.
Publisher: Cambridge University Press
ISBN: 1139440381
Category : Computers
Languages : en
Pages : 397
Book Description
This textbook, first published in 2003, emphasises the fundamentals and the mathematics underlying computer graphics. The minimal prerequisites, a basic knowledge of calculus and vectors plus some programming experience in C or C++, make the book suitable for self study or for use as an advanced undergraduate or introductory graduate text. The author gives a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Bézier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and colour theory. The book covers some aspects of animation, including quaternions, orientation, and inverse kinematics, and includes source code for a Ray Tracing software package. The book is intended for use along with any OpenGL programming book, but the crucial features of OpenGL are briefly covered to help readers get up to speed. Accompanying software is available freely from the book's web site.
Computer Graphics
Author: M. Pauline Baker
Publisher:
ISBN: 9788120309449
Category : Computer graphics
Languages : en
Pages : 672
Book Description
Publisher:
ISBN: 9788120309449
Category : Computer graphics
Languages : en
Pages : 672
Book Description
Computer Graphics from Scratch
Author: Gabriel Gambetta
Publisher: No Starch Press
ISBN: 1718500769
Category : Computers
Languages : en
Pages : 250
Book Description
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.
Publisher: No Starch Press
ISBN: 1718500769
Category : Computers
Languages : en
Pages : 250
Book Description
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.
Foundations of 3D Computer Graphics
Author: Steven J. Gortler
Publisher: MIT Press
ISBN: 0262017350
Category : Computers
Languages : en
Pages : 291
Book Description
An introduction to the basic concepts of 3D computer graphics that offers a careful mathematical exposition within a modern computer graphics application programming interface. Computer graphics technology is an amazing success story. Today, all of our PCs are capable of producing high-quality computer-generated images, mostly in the form of video games and virtual-life environments; every summer blockbuster movie includes jaw-dropping computer generated special effects. This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics, and covers such topics as understanding and manipulating 3D geometric transformations, camera transformations, the image-rendering process, and materials and texture mapping. It also touches on advanced topics including color representations, light simulation, dealing with geometric representations, and producing animated computer graphics. The book takes special care to develop an original exposition that is accessible and concise but also offers a clear explanation of the more difficult and subtle mathematical issues. The topics are organized around a modern shader-based version of OpenGL, a widely used computer graphics application programming interface that provides a real-time “rasterization-based” rendering environment. Each chapter concludes with exercises. The book is suitable for a rigorous one-semester introductory course in computer graphics for upper-level undergraduates or as a professional reference. Readers should be moderately competent programmers and have had some experience with linear algebra. After mastering the material presented, they will be on the path to expertise in an exciting and challenging field.
Publisher: MIT Press
ISBN: 0262017350
Category : Computers
Languages : en
Pages : 291
Book Description
An introduction to the basic concepts of 3D computer graphics that offers a careful mathematical exposition within a modern computer graphics application programming interface. Computer graphics technology is an amazing success story. Today, all of our PCs are capable of producing high-quality computer-generated images, mostly in the form of video games and virtual-life environments; every summer blockbuster movie includes jaw-dropping computer generated special effects. This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics, and covers such topics as understanding and manipulating 3D geometric transformations, camera transformations, the image-rendering process, and materials and texture mapping. It also touches on advanced topics including color representations, light simulation, dealing with geometric representations, and producing animated computer graphics. The book takes special care to develop an original exposition that is accessible and concise but also offers a clear explanation of the more difficult and subtle mathematical issues. The topics are organized around a modern shader-based version of OpenGL, a widely used computer graphics application programming interface that provides a real-time “rasterization-based” rendering environment. Each chapter concludes with exercises. The book is suitable for a rigorous one-semester introductory course in computer graphics for upper-level undergraduates or as a professional reference. Readers should be moderately competent programmers and have had some experience with linear algebra. After mastering the material presented, they will be on the path to expertise in an exciting and challenging field.
Computer Graphics
Author: Nobuhiko Mukai
Publisher: BoD – Books on Demand
ISBN: 9535104551
Category : Computers
Languages : en
Pages : 270
Book Description
Computer graphics is now used in various fields; for industrial, educational, medical and entertainment purposes. The aim of computer graphics is to visualize real objects and imaginary or other abstract items. In order to visualize various things, many technologies are necessary and they are mainly divided into two types in computer graphics: modeling and rendering technologies. This book covers the most advanced technologies for both types. It also includes some visualization techniques and applications for motion blur, virtual agents and historical textiles. This book provides useful insights for researchers in computer graphics.
Publisher: BoD – Books on Demand
ISBN: 9535104551
Category : Computers
Languages : en
Pages : 270
Book Description
Computer graphics is now used in various fields; for industrial, educational, medical and entertainment purposes. The aim of computer graphics is to visualize real objects and imaginary or other abstract items. In order to visualize various things, many technologies are necessary and they are mainly divided into two types in computer graphics: modeling and rendering technologies. This book covers the most advanced technologies for both types. It also includes some visualization techniques and applications for motion blur, virtual agents and historical textiles. This book provides useful insights for researchers in computer graphics.
Computer Graphics Programming in OpenGL with Java
Author: V. Scott Gordon
Publisher: Mercury Learning and Information
ISBN: 1683927346
Category : Computers
Languages : en
Pages : 626
Book Description
This new edition provides both step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java in addition to reviewing its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES Covers modern OpenGL 4.0+ shader programming in Java, with instructions for both PC/Windows and Macintosh Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Explores practical examples for modeling, lighting and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble Adds new chapters on simulating water, stereoscopy, and ray tracing with compute shaders Explains how to optimize code with tools such as Nvidia’s Nsight debugger Includes companion files with code, object models, figures, and more. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].
Publisher: Mercury Learning and Information
ISBN: 1683927346
Category : Computers
Languages : en
Pages : 626
Book Description
This new edition provides both step-by-step instruction on modern 3D graphics shader programming in OpenGL with Java in addition to reviewing its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES Covers modern OpenGL 4.0+ shader programming in Java, with instructions for both PC/Windows and Macintosh Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Explores practical examples for modeling, lighting and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble Adds new chapters on simulating water, stereoscopy, and ray tracing with compute shaders Explains how to optimize code with tools such as Nvidia’s Nsight debugger Includes companion files with code, object models, figures, and more. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].
Writing Scientific Software
Author: Suely Oliveira
Publisher: Cambridge University Press
ISBN: 1139458620
Category : Computers
Languages : en
Pages : 287
Book Description
The core of scientific computing is designing, writing, testing, debugging and modifying numerical software for application to a vast range of areas: from graphics, meteorology and chemistry to engineering, biology and finance. Scientists, engineers and computer scientists need to write good code, for speed, clarity, flexibility and ease of re-use. Oliveira and Stewart's style guide for numerical software points out good practices to follow, and pitfalls to avoid. By following their advice, readers will learn how to write efficient software, and how to test it for bugs, accuracy and performance. Techniques are explained with a variety of programming languages, and illustrated with two extensive design examples, one in Fortran 90 and one in C++: other examples in C, C++, Fortran 90 and Java are scattered throughout the book. This manual of scientific computing style will be an essential addition to the bookshelf and lab of everyone who writes numerical software.
Publisher: Cambridge University Press
ISBN: 1139458620
Category : Computers
Languages : en
Pages : 287
Book Description
The core of scientific computing is designing, writing, testing, debugging and modifying numerical software for application to a vast range of areas: from graphics, meteorology and chemistry to engineering, biology and finance. Scientists, engineers and computer scientists need to write good code, for speed, clarity, flexibility and ease of re-use. Oliveira and Stewart's style guide for numerical software points out good practices to follow, and pitfalls to avoid. By following their advice, readers will learn how to write efficient software, and how to test it for bugs, accuracy and performance. Techniques are explained with a variety of programming languages, and illustrated with two extensive design examples, one in Fortran 90 and one in C++: other examples in C, C++, Fortran 90 and Java are scattered throughout the book. This manual of scientific computing style will be an essential addition to the bookshelf and lab of everyone who writes numerical software.
Computer Graphics Programming in OpenGL with C++
Author: V. Scott Gordon
Publisher: Mercury Learning and Information
ISBN: 1683926706
Category : Computers
Languages : en
Pages : 641
Book Description
This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES: Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh Adds new chapters on simulating water, stereoscopy, and ray tracing Includes companion files with code, object models, figures, and more (also available for downloading by writing to the publisher) Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble Explains how to optimize code for tools such as Nvidia’s Nsight debugger. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].
Publisher: Mercury Learning and Information
ISBN: 1683926706
Category : Computers
Languages : en
Pages : 641
Book Description
This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES: Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh Adds new chapters on simulating water, stereoscopy, and ray tracing Includes companion files with code, object models, figures, and more (also available for downloading by writing to the publisher) Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble Explains how to optimize code for tools such as Nvidia’s Nsight debugger. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].
Computer Graphics: C Version (for Anna University), 2/e
Author:
Publisher: Pearson Education India
ISBN: 9788131762332
Category :
Languages : en
Pages : 668
Book Description
Publisher: Pearson Education India
ISBN: 9788131762332
Category :
Languages : en
Pages : 668
Book Description