Computer Graphics Principles And Practice


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Computer Graphics


Computer Graphics

Author: Nobuhiko Mukai

language: en

Publisher: BoD – Books on Demand

Release Date: 2012-03-30


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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


Computer Graphics

Author: John F. Hughes

language: en

Publisher: Pearson Education

Release Date: 2014


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Índice: 1-Introduction. 2-Introduction to 2D Graphics using WPF. 3-An ancient renderer made modern. 4-A 2D Graphics test bed. 5-An introduction to human visual preception. 6-Introduction to Fixed-Function 3D Graphics and hierarchical modeling. 7-Essential mathematics and the geometry of 2-space and 3-space. 8-A simple way to describe shape in 2D and 3D. 9-Functions on meshes. 10-Transformations in two dimensions. 11-Transformations in three dimiensions. 12-A 2D and 3D tranformation library for graphics. 13-Camera specifications and transformations. 14-Standard approximations and representations. 15-Ray casting and rasterization. 16-Survey of real-time 3D graphics platforms. 17-Image representation and manipulation. 18-Images and signal processing. 19-Enlarging and shrinking images. 20-Textures and texture mapping. 21-Interaction techniques. 22-Splines and subdivision curves. 23-Splines and subdivision surfaces. 24-Implicit representations of shape. 25-Meshes. 26-Light. 27-Materials and scattering. 28-Color. 29-Light transport. 30-Probability and Monte Carlo integration. 31-Computing solutions to the redering equation: theoretical approaches. 32-Rendering in practice. 33-Shaders. 34-Espressive rendering. 35-Motion. 36-Visibility determination. 37-Spatial data structures. 38-Modern graphics hardware.

Computer Graphics


Computer Graphics

Author: James D. Foley

language: en

Publisher:

Release Date: 1996


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