Fundamentals Of Three Dimensional Computer Graphics
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Author |
: Alan H. Watt |
Publisher |
: Addison Wesley Publishing Company |
Total Pages |
: 430 |
Release |
: 1989-01 |
ISBN-10 |
: 0201154420 |
ISBN-13 |
: 9780201154429 |
Rating |
: 4/5 (20 Downloads) |
Synopsis Fundamentals of Three-dimensional Computer Graphics by : Alan H. Watt
Watt provides a comprehensive introduction to the techniques needed to produce shaded images of three-dimensional solids on a computer graphics monitor. Strongly based on algorithm understanding.
Author |
: Alan H. Watt |
Publisher |
: Addison Wesley Publishing Company |
Total Pages |
: 552 |
Release |
: 1993 |
ISBN-10 |
: UCSC:32106011199905 |
ISBN-13 |
: |
Rating |
: 4/5 (05 Downloads) |
Synopsis 3D Computer Graphics by : Alan H. Watt
This new edition of 3D Computer Graphics has been fully revised to take into account new developments in graphics. It features new material on modeling and representation, viewing systems, parametric representation, and scientific visualization. The book is richly illustrated with world-class graphics.
Author |
: Steven J. Gortler |
Publisher |
: MIT Press |
Total Pages |
: 291 |
Release |
: 2012-07-13 |
ISBN-10 |
: 9780262017350 |
ISBN-13 |
: 0262017350 |
Rating |
: 4/5 (50 Downloads) |
Synopsis Foundations of 3D Computer Graphics by : Steven J. Gortler
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.
Author |
: Samuel R. Buss |
Publisher |
: Cambridge University Press |
Total Pages |
: 397 |
Release |
: 2003-05-19 |
ISBN-10 |
: 9781139440387 |
ISBN-13 |
: 1139440381 |
Rating |
: 4/5 (87 Downloads) |
Synopsis 3D Computer Graphics by : Samuel R. Buss
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.
Author |
: Fletcher Dunn |
Publisher |
: CRC Press |
Total Pages |
: 848 |
Release |
: 2011-11-02 |
ISBN-10 |
: 9781568817231 |
ISBN-13 |
: 1568817231 |
Rating |
: 4/5 (31 Downloads) |
Synopsis 3D Math Primer for Graphics and Game Development, 2nd Edition by : Fletcher Dunn
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
Author |
: Shalini Govil-Pai |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 160 |
Release |
: 2012-12-06 |
ISBN-10 |
: 9781461385035 |
ISBN-13 |
: 1461385032 |
Rating |
: 4/5 (35 Downloads) |
Synopsis Learning Computer Graphics by : Shalini Govil-Pai
As an introduction to the basics of computer graphics, the approach here focusses on the four main concepts: modeling, rendering, animation, and image manipulation. The authors provide a "learning-by-doing" environment, comprising plenty of hands-on exercises and software. The graphics library provided with the book helps simplify the programming required of readers whilst providing a robust platform for experimentation. Exercises at the end of each chapter illustrate the principles covered.
Author |
: Don Brutzman |
Publisher |
: Elsevier |
Total Pages |
: 472 |
Release |
: 2010-07-19 |
ISBN-10 |
: 9780080489889 |
ISBN-13 |
: 0080489885 |
Rating |
: 4/5 (89 Downloads) |
Synopsis X3D by : Don Brutzman
In the early days of the Web a need was recognized for a language to display 3D objects through a browser. An HTML-like language, VRML, was proposed in 1994 and became the standard for describing interactive 3D objects and worlds on the Web. 3D Web courses were started, several best-selling books were published, and VRML continues to be used today. However VRML, because it was based on HTML, is a stodgy language that is not easy to incorporate with other applications and has been difficult to add features to. Meanwhile, applications for interactive 3D graphics have been exploding in areas such as medicine, science, industry, and entertainment. There is a strong need for a set of modern Web-based technologies, applied within a standard extensible framework, to enable a new generation of modeling & simulation applications to emerge, develop, and interoperate. X3D is the next generation open standard for 3D on the web. It is the result of several years of development by the Web 3D Consortium's X3D Task Group. Instead of a large monolithic specification (like VRML), which requires full adoption for compliance, X3D is a component-based architecture that can support applications ranging from a simple non-interactive animation to the latest streaming or rendering applications. X3D replaces VRML, but also provides compatibility with existing VRML content and browsers. Don Brutzman organized the first symposium on VRML and is playing a similar role with X3D; he is a founding member of the consortium. Len Daly is a professional member of the consortium and both Len and Don have been involved with the development of the standard from the start. - The first book on the new way to present interactive 3D content over the Web, written by two of the designers of the standard - Plentiful illustrations and screen shots in the full color text - Companion website with extensive content, including the X3D specification, sample code and applications, content creation tools, and demos of compatible Web browsers
Author |
: Ami Chopine |
Publisher |
: Taylor & Francis |
Total Pages |
: 290 |
Release |
: 2012-08-06 |
ISBN-10 |
: 9781136132216 |
ISBN-13 |
: 113613221X |
Rating |
: 4/5 (16 Downloads) |
Synopsis 3D Art Essentials by : Ami Chopine
Create high-quality 3D animations and models by using the basic concepts and principles of 3D art presented by GeekAtPlay.com's Ami Chopine. This handy studio reference breaks down the core concepts into easy-to-understand segments and teaches you the 'why' in addition to the 'how.' Using application agnostic step-by-step tutorials, this book teaches you how to model, pose, and texture your creations as well as scenery creation, animation, and rendering. Learn which applications are best for your needs and how you can get started making money in the 3D field. The companion website includes video tutorials, models, project files, and other resources. This book is endorsed by Daz3d.com and includes exclusive Daz3d models.
Author |
: Junichiro Toriwaki |
Publisher |
: Springer Science & Business Media |
Total Pages |
: 278 |
Release |
: 2009-04-23 |
ISBN-10 |
: 9781848001732 |
ISBN-13 |
: 1848001738 |
Rating |
: 4/5 (32 Downloads) |
Synopsis Fundamentals of Three-dimensional Digital Image Processing by : Junichiro Toriwaki
This book is a detailed description of the basics of three-dimensional digital image processing. A 3D digital image (abbreviated as “3D image” below) is a digitalized representation of a 3D object or an entire 3D space, stored in a computer as a 3D array. Whereas normal digital image processing is concerned with screens that are a collection of square shapes called “pixels” and their corresponding density levels, the “image plane” in three dimensions is represented by a division into cubical graphical elements (called “voxels”) that represent corresponding density levels. Inthecontextofimageprocessing,in manycases3Dimageprocessingwill refer to the input of multiple 2D images and performing processing in order to understand the 3D space (or “scene”) that they depict. This is a result of research into how to use input from image sensors such as television cameras as a basis for learning about a 3D scene, thereby replicating the sense of vision for humans or intelligent robots, and this has been the central problem in image processing research since the 1970s. However, a completely di?erent type of image with its own new problems, the 3D digital image discussed in this book, rapidly took prominence in the 1980s, particularly in the ?eld of medical imaging. These were recordings of human bodies obtained through computed (or “computerized”) tomography (CT),imagesthatrecordednotonlytheexternal,visiblesurfaceofthesubject but also, to some degree of resolution, its internal structure. This was a type of image that no one had experienced before.
Author |
: Steve Marschner |
Publisher |
: CRC Press |
Total Pages |
: 749 |
Release |
: 2018-10-24 |
ISBN-10 |
: 9781315362540 |
ISBN-13 |
: 1315362546 |
Rating |
: 4/5 (40 Downloads) |
Synopsis Fundamentals of Computer Graphics by : Steve Marschner
Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs. Key Features Provides a thorough treatment of basic and advanced topics in current graphics algorithms Explains core principles intuitively, with numerous examples and pseudo-code Gives updated coverage of the graphics pipeline, signal processing, texture mapping, graphics hardware, reflection models, and curves and surfaces Uses color images to give more illustrative power to concepts