Computer Graphics Theory And Practical
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Author |
: Jonas Gomes |
Publisher |
: CRC Press |
Total Pages |
: 554 |
Release |
: 2012-04-24 |
ISBN-10 |
: 9781439865576 |
ISBN-13 |
: 1439865574 |
Rating |
: 4/5 (76 Downloads) |
Synopsis Computer Graphics by : Jonas Gomes
Computer Graphics: Theory and Practice provides a complete and integrated introduction to this area. The book only requires basic knowledge of calculus and linear algebra, making it an accessible introductory text for students. It focuses on conceptual aspects of computer graphics, covering fundamental mathematical theories and models and the inher
Author |
: Dr. Pulasthi Gunawardhana |
Publisher |
: Scientific Research Publishing, Inc. USA |
Total Pages |
: 102 |
Release |
: 2020-05-27 |
ISBN-10 |
: 9781618969026 |
ISBN-13 |
: 1618969021 |
Rating |
: 4/5 (26 Downloads) |
Synopsis Computer Graphics: Theory and Practical by : Dr. Pulasthi Gunawardhana
“Computer graphics refers to using a computer to create or manipulate any kind of picture, image, or diagram”. The process and art of combining text and graphics and communicating an effective message in the design of logos, graphics, brochures, newsletters, posters, signs, and any other types of visual communications. The five elements of lines, shapes, mass, texture, and colour are the building blocks of design for desktop publishers. Sometimes a designer uses a line alone to divide or unite elements on a page. Lines can denote direction of movement (as in diagonal lines and arrows) or provide an anchor to hold elements on a page (such as lines at the top, bottom, or sides of a page).
Author |
: Jeffrey J. McConnell |
Publisher |
: Jones & Bartlett Learning |
Total Pages |
: 582 |
Release |
: 2005 |
ISBN-10 |
: 0763722502 |
ISBN-13 |
: 9780763722500 |
Rating |
: 4/5 (02 Downloads) |
Synopsis Computer Graphics by : Jeffrey J. McConnell
Computer Graphics & Graphics Applications
Author |
: Fabio Ganovelli |
Publisher |
: CRC Press |
Total Pages |
: 417 |
Release |
: 2014-10-17 |
ISBN-10 |
: 9781482236330 |
ISBN-13 |
: 1482236338 |
Rating |
: 4/5 (30 Downloads) |
Synopsis Introduction to Computer Graphics by : Fabio Ganovelli
Teach Your Students How to Create a Graphics Application Introduction to Computer Graphics: A Practical Learning Approach guides students in developing their own interactive graphics application. The authors show step by step how to implement computer graphics concepts and theory using the EnvyMyCar (NVMC) framework as a consistent example throughout the text. They use the WebGL graphics API to develop NVMC, a simple, interactive car racing game. Each chapter focuses on a particular computer graphics aspect, such as 3D modeling and lighting. The authors help students understand how to handle 3D geometric transformations, texturing, complex lighting effects, and more. This practical approach leads students to draw the elements and effects needed to ultimately create a visually pleasing car racing game. The code is available at www.envymycarbook.com Puts computer graphics theory into practice by developing an interactive video game Enables students to experiment with the concepts in a practical setting Uses WebGL for code examples Requires knowledge of general programming and basic notions of HTML and JavaScript Provides the software and other materials on the book’s website Software development does not require installation of IDEs or libraries, only a text editor.
Author |
: Shalini Govil-Pai |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 297 |
Release |
: 2006-08-02 |
ISBN-10 |
: 9780387254791 |
ISBN-13 |
: 038725479X |
Rating |
: 4/5 (91 Downloads) |
Synopsis Principles of Computer Graphics by : Shalini Govil-Pai
Helps readers to develop their own professional quality computer graphics. Hands-on examples developed in OpenGL illustrate key concepts.
Author |
: David F. Rogers |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 562 |
Release |
: 2001-10-31 |
ISBN-10 |
: 0387972374 |
ISBN-13 |
: 9780387972374 |
Rating |
: 4/5 (74 Downloads) |
Synopsis Computer Graphics Techniques by : David F. Rogers
In the third paper in this chapter, Mike Pratt provides an historical intro duction to solid modeling. He presents the development of the three most freqently used techniques: cellular subdivision, constructive solid modeling and boundary representation. Although each of these techniques devel oped more or less independently, today the designer's needs dictate that a successful system allows access to all of these methods. For example, sculptured surfaces are generally represented using a boundary represen tation. However, the design of a complex vehicle generally dictates that a sculptured surface representation is most efficient for the 'skin' while constructive solid geometry representation is most efficent for the inter nal mechanism. Pratt also discusses the emerging concept of design by 'feature line'. Finally, he addresses the very important problem of data exchange between solid modeling systems and the progress that is being made towards developing an international standard. With the advent of reasonably low cost scientific workstations with rea sonable to outstanding graphics capabilities, scientists and engineers are increasingly turning to computer analysis for answers to fundamental ques tions and to computer graphics for present~tion of those answers. Although the current crop of workstations exhibit quite impressive computational ca pability, they are still not capable of solving many problems in a reasonable time frame, e. g. , executing computational fluid dynamics and finite element codes or generating complex ray traced or radiosity based images. In the sixth chapter Mike Muuss of the U. S.
Author |
: Nobuhiko Mukai |
Publisher |
: BoD – Books on Demand |
Total Pages |
: 270 |
Release |
: 2012-03-30 |
ISBN-10 |
: 9789535104551 |
ISBN-13 |
: 9535104551 |
Rating |
: 4/5 (51 Downloads) |
Synopsis Computer Graphics by : Nobuhiko Mukai
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.
Author |
: R. Stuart Ferguson |
Publisher |
: CRC Press |
Total Pages |
: 517 |
Release |
: 2013-12-19 |
ISBN-10 |
: 9781466582538 |
ISBN-13 |
: 1466582537 |
Rating |
: 4/5 (38 Downloads) |
Synopsis Practical Algorithms for 3D Computer Graphics by : R. Stuart Ferguson
Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis.Since the publication of the first edit
Author |
: Mike Bailey |
Publisher |
: CRC Press |
Total Pages |
: 516 |
Release |
: 2016-04-19 |
ISBN-10 |
: 9781439867754 |
ISBN-13 |
: 1439867755 |
Rating |
: 4/5 (54 Downloads) |
Synopsis Graphics Shaders by : Mike Bailey
Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The sec
Author |
: Sumanta Guha |
Publisher |
: CRC Press |
Total Pages |
: 732 |
Release |
: 2018-12-19 |
ISBN-10 |
: 9780429874840 |
ISBN-13 |
: 0429874847 |
Rating |
: 4/5 (40 Downloads) |
Synopsis Computer Graphics Through OpenGL® by : Sumanta Guha
COMPREHENSIVE COVERAGE OF SHADERS AND THE PROGRAMMABLE PIPELINE From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies. The undergraduate core of the book takes the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL®. The remaining chapters explore more advanced topics, including the structure of curves and surfaces, applications of projective spaces and transformations and the implementation of graphics pipelines. This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well. Features • Covers the foundations of 3D computer graphics, including animation, visual techniques and 3D modeling • Comprehensive coverage of OpenGL® 4.x, including the GLSL and vertex, fragment, tessellation and geometry shaders • Includes 180 programs with 270 experiments based on them • Contains 750 exercises, 110 worked examples, and 700 four-color illustrations • Requires no previous knowledge of computer graphics • Balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts