Author: Arup Chatterjee
Publisher: Vikas Publishing House
ISBN: 9788125919315
Category : Computer graphics
Languages : en
Pages : 532
Book Description
Second Edition Of The Book Is The Result Of A Fresh Study Of The Latest In The Technology And Syllabi Of Various Universities. Thus, It Intends To Make Students Up-To-Date In Knowledge, And To Make The Book More Comprehensive And Relevant At The All-India
Introduction To Computer Graphics And Mu
Author: Arup Chatterjee
Publisher: Vikas Publishing House
ISBN: 9788125919315
Category : Computer graphics
Languages : en
Pages : 532
Book Description
Second Edition Of The Book Is The Result Of A Fresh Study Of The Latest In The Technology And Syllabi Of Various Universities. Thus, It Intends To Make Students Up-To-Date In Knowledge, And To Make The Book More Comprehensive And Relevant At The All-India
Publisher: Vikas Publishing House
ISBN: 9788125919315
Category : Computer graphics
Languages : en
Pages : 532
Book Description
Second Edition Of The Book Is The Result Of A Fresh Study Of The Latest In The Technology And Syllabi Of Various Universities. Thus, It Intends To Make Students Up-To-Date In Knowledge, And To Make The Book More Comprehensive And Relevant At The All-India
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.
An Introduction to Digital Multimedia
Author: T. M. Savage
Publisher: Jones & Bartlett Publishers
ISBN: 0763787205
Category : Computers
Languages : en
Pages : 360
Book Description
Digital multimedia is a new form of literacy and a powerful tool of creative expression available to nearly everyone. Introduction to Digital Multimedia presents the concepts needed to fully understand multimedia as well as create it. Throughout the text, the authors encourage readers to think critically about the nature of the tools and media they use in order to be more effective, efficient, and creative in their own project development. The text also provides a clear introduction to all the basic concepts and tools of digital multimedia, including the fundamentals of digital data and computer hardware and software, making it appropriate for a first course in computing as well as courses in specific multimedia topics. A multimedia timeline as well as a historical overview of the evolution of multimedia thought and technologies provide background on early visions and possible future innovations. Introduction to Digital Multimedia is the ideal text for those interested in delving into the vast world of multimedia computing.
Publisher: Jones & Bartlett Publishers
ISBN: 0763787205
Category : Computers
Languages : en
Pages : 360
Book Description
Digital multimedia is a new form of literacy and a powerful tool of creative expression available to nearly everyone. Introduction to Digital Multimedia presents the concepts needed to fully understand multimedia as well as create it. Throughout the text, the authors encourage readers to think critically about the nature of the tools and media they use in order to be more effective, efficient, and creative in their own project development. The text also provides a clear introduction to all the basic concepts and tools of digital multimedia, including the fundamentals of digital data and computer hardware and software, making it appropriate for a first course in computing as well as courses in specific multimedia topics. A multimedia timeline as well as a historical overview of the evolution of multimedia thought and technologies provide background on early visions and possible future innovations. Introduction to Digital Multimedia is the ideal text for those interested in delving into the vast world of multimedia computing.
Computer Science
Author: J. Glenn Brookshear
Publisher: Addison-Wesley Longman
ISBN: 9780132569033
Category : Computer science
Languages : en
Pages : 0
Book Description
Computer Science: An Overview uses broad coverage and clear exposition to present a complete picture of the dynamic computer science field. Accessible to students from all backgrounds, Glenn Brookshear uses a language-independent context to encourage the development of a practical, realistic understanding of the field. An overview of each of the important areas of Computer Science (e.g. Networking, OS, Computer Architecture, Algorithms) provides students with a general level of proficiency for future courses. The Eleventh Edition features two new contributing authors (David Smith -- Indiana University of PA; Dennis Brylow -- Marquette University), new, modern examples, and updated coverage based on current technology.
Publisher: Addison-Wesley Longman
ISBN: 9780132569033
Category : Computer science
Languages : en
Pages : 0
Book Description
Computer Science: An Overview uses broad coverage and clear exposition to present a complete picture of the dynamic computer science field. Accessible to students from all backgrounds, Glenn Brookshear uses a language-independent context to encourage the development of a practical, realistic understanding of the field. An overview of each of the important areas of Computer Science (e.g. Networking, OS, Computer Architecture, Algorithms) provides students with a general level of proficiency for future courses. The Eleventh Edition features two new contributing authors (David Smith -- Indiana University of PA; Dennis Brylow -- Marquette University), new, modern examples, and updated coverage based on current technology.
Beginning Game Programming with Pygame Zero
Author: Stewart Watkiss
Publisher: Apress
ISBN: 1484256506
Category : Computers
Languages : en
Pages : 358
Book Description
Make fun games while learning to code. Focused on making games rather than teaching programming theory, in this book you're more likely to see code on how gravity affects a missiles trajectory instead of the most efficient way to search through data. Even then the code is kept simple as games should be about playability rather than complex physics. There are links to the official documentation when you need to lookup information that isn't included in the book. Start with a simple text based game to grasp the basics of programming in Python. Then moves on to creating simple graphical games in Pygame Zero. Not only will you learn object oriented programming to make it easier to make more complex games, you'll also work to create your own graphics and sounds. 3D graphics are a little complex. So we focus on 2D games, including spins on some classic boardgames and arcade games. All the games are designed to run on a Raspberry Pi. They will work on any Raspberry Pi, but will also work on any other computer that supports Python 3 along with Pygame Zero. The games you make will be playable and hopefully fun to play. And by the end of the book, you can step beyond the provided source code to develop your own unique games and programs. What You'll LearnCode in PythonGenerate sounds and graphics for 2D gamesGrasp object oriented programming with Pygame Zero Who This Book Is ForBeginning game developers interested in working with low-cost and easy-to-learn solutions like Pygame Zero and the Raspberry Pi.
Publisher: Apress
ISBN: 1484256506
Category : Computers
Languages : en
Pages : 358
Book Description
Make fun games while learning to code. Focused on making games rather than teaching programming theory, in this book you're more likely to see code on how gravity affects a missiles trajectory instead of the most efficient way to search through data. Even then the code is kept simple as games should be about playability rather than complex physics. There are links to the official documentation when you need to lookup information that isn't included in the book. Start with a simple text based game to grasp the basics of programming in Python. Then moves on to creating simple graphical games in Pygame Zero. Not only will you learn object oriented programming to make it easier to make more complex games, you'll also work to create your own graphics and sounds. 3D graphics are a little complex. So we focus on 2D games, including spins on some classic boardgames and arcade games. All the games are designed to run on a Raspberry Pi. They will work on any Raspberry Pi, but will also work on any other computer that supports Python 3 along with Pygame Zero. The games you make will be playable and hopefully fun to play. And by the end of the book, you can step beyond the provided source code to develop your own unique games and programs. What You'll LearnCode in PythonGenerate sounds and graphics for 2D gamesGrasp object oriented programming with Pygame Zero Who This Book Is ForBeginning game developers interested in working with low-cost and easy-to-learn solutions like Pygame Zero and the Raspberry Pi.
Computational Geometry
Author: Franco P. Preparata
Publisher: Springer Science & Business Media
ISBN: 1461210984
Category : Mathematics
Languages : en
Pages : 413
Book Description
From the reviews: "This book offers a coherent treatment, at the graduate textbook level, of the field that has come to be known in the last decade or so as computational geometry. ... ... The book is well organized and lucidly written; a timely contribution by two founders of the field. It clearly demonstrates that computational geometry in the plane is now a fairly well-understood branch of computer science and mathematics. It also points the way to the solution of the more challenging problems in dimensions higher than two." #Mathematical Reviews#1 "... This remarkable book is a comprehensive and systematic study on research results obtained especially in the last ten years. The very clear presentation concentrates on basic ideas, fundamental combinatorial structures, and crucial algorithmic techniques. The plenty of results is clever organized following these guidelines and within the framework of some detailed case studies. A large number of figures and examples also aid the understanding of the material. Therefore, it can be highly recommended as an early graduate text but it should prove also to be essential to researchers and professionals in applied fields of computer-aided design, computer graphics, and robotics." #Biometrical Journal#2
Publisher: Springer Science & Business Media
ISBN: 1461210984
Category : Mathematics
Languages : en
Pages : 413
Book Description
From the reviews: "This book offers a coherent treatment, at the graduate textbook level, of the field that has come to be known in the last decade or so as computational geometry. ... ... The book is well organized and lucidly written; a timely contribution by two founders of the field. It clearly demonstrates that computational geometry in the plane is now a fairly well-understood branch of computer science and mathematics. It also points the way to the solution of the more challenging problems in dimensions higher than two." #Mathematical Reviews#1 "... This remarkable book is a comprehensive and systematic study on research results obtained especially in the last ten years. The very clear presentation concentrates on basic ideas, fundamental combinatorial structures, and crucial algorithmic techniques. The plenty of results is clever organized following these guidelines and within the framework of some detailed case studies. A large number of figures and examples also aid the understanding of the material. Therefore, it can be highly recommended as an early graduate text but it should prove also to be essential to researchers and professionals in applied fields of computer-aided design, computer graphics, and robotics." #Biometrical Journal#2
Computer Graphics Using Open Gl (3rd Ed.) -
Author: F. S. Hill Jr.
Publisher:
ISBN: 9788131724149
Category :
Languages : en
Pages :
Book Description
Publisher:
ISBN: 9788131724149
Category :
Languages : en
Pages :
Book Description
Fundamentals Of Computer Graphics - Proceedings Of The Second Pacific Conference On Computer Graphics And Applications, Pacific Graphics ’94
Author: J N Chen
Publisher: World Scientific
ISBN: 9814603740
Category :
Languages : en
Pages : 377
Book Description
This series of conferences has been organized to reflect the significant development of computer graphics in the Pacific Rim countries. PG '94 took place in China and attracted 210 papers, 50 of which were reviewed by an international set of referees and 21 of which are included in this volume, along with three invited papers. The selected papers are subdivided into five topics: modeling surfaces and deformations, image synthesis, computer animation, CAD, and image analysis and volume rendering.
Publisher: World Scientific
ISBN: 9814603740
Category :
Languages : en
Pages : 377
Book Description
This series of conferences has been organized to reflect the significant development of computer graphics in the Pacific Rim countries. PG '94 took place in China and attracted 210 papers, 50 of which were reviewed by an international set of referees and 21 of which are included in this volume, along with three invited papers. The selected papers are subdivided into five topics: modeling surfaces and deformations, image synthesis, computer animation, CAD, and image analysis and volume rendering.
Computer Graphics : Algorithms and Implementations
Author: D. P. Mukherjee
Publisher: PHI Learning Pvt. Ltd.
ISBN: 8120340892
Category : Computers
Languages : en
Pages : 595
Book Description
Intended as a textbook on graphics at undergraduate and postgraduate level, the primary objective of the book is to seamlessly integrate the theory of Computer Graphics with its implementation. The theory and implementation aspects are designed concisely to suit a semester-long course. Students of BE/BTech level of Computer Science, Information Technology and related disciplines will not only learn the basic theoretical concepts on Graphics, but also learn the modifications necessary in order to implement them in the discrete space of the computer screen. Practising engineers will find this book helpful as the C program implementations available in this book could be used as kernel to build a graphics system. This book is also suitable for the students of M.Sc. (Computer Science) and Computer Applications (BCA/MCA). To suit the present day need, the C implementations are done for Windows operating system exposing students to important concepts of message-driven programming. For wider acceptability, Dev C++ (an open source integrated windows program development environment) versions of the implementations of graphics programs are also included in the companion CD-ROM. This book introduces the students to Windows programming and explains the building blocks for the implementation of computer graphics algorithms. It advances on to elaborate the two-dimensional geometric transformations and the design and implementation of the algorithms of line drawing, circle drawing, drawing curves, filling and clipping. In addition, this well-written text describes three-dimensional graphics and hidden surface removal algorithms and their implementations. Finally, the book discusses illumination and shading along with the Phong illumination model. Key Features : Includes fundamental theoretical concepts of computer graphics. Contains C implementations of all basic computer graphics algorithms. Teaches Windows programming and how graphics algorithms can be tailor-made for implementations in message-driven architecture. Offers chapter-end exercises to help students test their understanding. Gives a summary at the end of each chapter to help students overview the key points of the text. Includes a companion CD containing C programs to demonstrate the implementation of graphics algorithms.
Publisher: PHI Learning Pvt. Ltd.
ISBN: 8120340892
Category : Computers
Languages : en
Pages : 595
Book Description
Intended as a textbook on graphics at undergraduate and postgraduate level, the primary objective of the book is to seamlessly integrate the theory of Computer Graphics with its implementation. The theory and implementation aspects are designed concisely to suit a semester-long course. Students of BE/BTech level of Computer Science, Information Technology and related disciplines will not only learn the basic theoretical concepts on Graphics, but also learn the modifications necessary in order to implement them in the discrete space of the computer screen. Practising engineers will find this book helpful as the C program implementations available in this book could be used as kernel to build a graphics system. This book is also suitable for the students of M.Sc. (Computer Science) and Computer Applications (BCA/MCA). To suit the present day need, the C implementations are done for Windows operating system exposing students to important concepts of message-driven programming. For wider acceptability, Dev C++ (an open source integrated windows program development environment) versions of the implementations of graphics programs are also included in the companion CD-ROM. This book introduces the students to Windows programming and explains the building blocks for the implementation of computer graphics algorithms. It advances on to elaborate the two-dimensional geometric transformations and the design and implementation of the algorithms of line drawing, circle drawing, drawing curves, filling and clipping. In addition, this well-written text describes three-dimensional graphics and hidden surface removal algorithms and their implementations. Finally, the book discusses illumination and shading along with the Phong illumination model. Key Features : Includes fundamental theoretical concepts of computer graphics. Contains C implementations of all basic computer graphics algorithms. Teaches Windows programming and how graphics algorithms can be tailor-made for implementations in message-driven architecture. Offers chapter-end exercises to help students test their understanding. Gives a summary at the end of each chapter to help students overview the key points of the text. Includes a companion CD containing C programs to demonstrate the implementation of graphics algorithms.
Mindstorms
Author: Seymour A Papert
Publisher: Basic Books
ISBN: 154167510X
Category : Education
Languages : en
Pages : 272
Book Description
In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.
Publisher: Basic Books
ISBN: 154167510X
Category : Education
Languages : en
Pages : 272
Book Description
In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.