Course Notes

Course Notes PDF Author:
Publisher:
ISBN:
Category : Computer graphics
Languages : en
Pages : 176

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Book Description

Course Notes

Course Notes PDF Author:
Publisher:
ISBN:
Category : Computer graphics
Languages : en
Pages : 176

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Book Description


Real-Time Rendering

Real-Time Rendering PDF Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046

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Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Metaprogramming GPUs with Sh

Metaprogramming GPUs with Sh PDF Author: Michael McCool
Publisher: CRC Press
ISBN: 1000730727
Category : Computers
Languages : en
Pages : 334

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Book Description
This book is a high-level overview of Sh and its relationship to other realtime shading and Graphics processing unit programming languages. It is a reference manual and language specification and methodically and exhaustively presents details of the various features of Sh.

Advanced RenderMan

Advanced RenderMan PDF Author: Anthony A. Apodaca
Publisher: Morgan Kaufmann
ISBN: 9781558606180
Category : Computers
Languages : en
Pages : 592

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Book Description
From contributors to animated films such as Toy Story and A Bug's Life, comes this text to help animators create the sophisticated computer-generated special effects seen in such features as Jurassic Park.

Proceedings

Proceedings PDF Author:
Publisher:
ISBN:
Category : Computer graphics
Languages : en
Pages : 132

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Book Description


Texturing & Modeling

Texturing & Modeling PDF Author: David S. Ebert
Publisher: Morgan Kaufmann
ISBN: 1558608486
Category : Computer graphics
Languages : en
Pages : 714

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Book Description
The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual universes. In addition, the familiar authoritative chapters on which readers have come to rely contain all-new material covering L-systems, particle systems, scene graphs, spot geometry, bump mapping, cloud modeling, and noise improvements. There are many new spectacular color images to enjoy, especially in this edition's full-color format. As in the previous editions, the authors, who are the creators of the methods they discuss, provide extensive, practical explanations of widely accepted techniques as well as insights into designing new ones. New to the third edition are chapters by two well-known contributors: Bill Mark of NVIDIA and John Hart of the University of Illinois at Urbana-Champaign on state-of-the-art topics not covered in former editions. An accompanying Web site (www.texturingandmodeling.com) contains all of the book's sample code in C code segments (all updated to the ANSI C Standard) or in RenderMan shading language, plus files of many magnificent full-color illustrations. No other book on the market contains the breadth of theoretical and practical information necessary for applying procedural methods. More than ever, Texturing & Modeling remains the chosen resource for professionals and advanced students in computer graphics and animation. *New chapters on: procedural real-time shading by Bill Mark, procedural geometric instancing and real-time solid texturing by John Hart, hardware acceleration strategies by David Ebert, cellular texturing by Steven Worley, and procedural planets and virtual universes by Ken Musgrave. *New material on Perlin Noise by Ken Perlin. *Printed in full color throughout. *Companion Web site contains revised sample code and dozens of images.

Handbook of Computer Animation

Handbook of Computer Animation PDF Author: John Vince
Publisher: Springer Science & Business Media
ISBN: 1447100913
Category : Computers
Languages : en
Pages : 263

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Book Description
Written by specialists in teaching computer animation, this text addresses key international topics of computer animation, such as: mathematics, modelling, rendering, and compositing. Each chapter discusses a particular topic and how it is applied, including state-of-the-art techniques that are used in computer animation. The handbook provides a complete and up-to-date picture of computer animation and will be a valuable reference source for programmers, technical directors and animators in computer animation, computer games and special effects and also undergraduate and postgraduate students. The editor, John Vince, has written and edited over 20 books on computer graphics, computer animation and virtual reality.

Graphics Hardware

Graphics Hardware PDF Author:
Publisher:
ISBN:
Category : Computer graphics
Languages : en
Pages : 156

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Book Description


Graphics Shaders

Graphics Shaders PDF Author: Mike Bailey
Publisher: CRC Press
ISBN: 1439865159
Category : Computers
Languages : en
Pages : 422

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Book Description
Programmable graphics shaders, programs that can be downloaded to a graphics processor (GPU) to carry out operations outside the fixed-function pipeline of earlier standards, have become a key feature of computer graphics. This book is designed to open computer graphics shader programming to the student, whether in a traditional class or on their own. It is intended to complement texts based on fixed-function graphics APIs, specifically OpenGL. It introduces shader programming in general, and specifically the GLSL shader language. It also introduces a flexible, easy-to-use tool, glman, that helps you develop, test, and tune shaders outside an application that would use them.

Physically Based Rendering

Physically Based Rendering PDF Author: Matt Pharr
Publisher: Morgan Kaufmann
ISBN: 0123750792
Category : Computers
Languages : en
Pages : 1201

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Book Description
This updated edition describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. Through the ideas and software in this book, designers will learn to design and employ a full-featured rendering system for creating stunning imagery. Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux.