Computer Graphing
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Author | : Narsingh Deo |
Publisher | : PHI Learning Pvt. Ltd. |
Total Pages | : 478 |
Release | : 1974 |
Genre | : Graph theory |
ISBN | : 9788120301450 |
Because of its inherent simplicity, graph theory has a wide range of applications in engineering, and in physical sciences. It has of course uses in social sciences, in linguistics and in numerous other areas. In fact, a graph can be used to represent almost any physical situation involving discrete objects and the relationship among them. Now with the solutions to engineering and other problems becoming so complex leading to larger graphs, it is virtually difficult to analyze without the use of computers. This book is recommended in IIT Kharagpur, West Bengal for B.Tech Computer Science, NIT Arunachal Pradesh, NIT Nagaland, NIT Agartala, NIT Silchar, Gauhati University, Dibrugarh University, North Eastern Regional Institute of Management, Assam Engineering College, West Bengal Univerity of Technology (WBUT) for B.Tech, M.Tech Computer Science, University of Burdwan, West Bengal for B.Tech. Computer Science, Jadavpur University, West Bengal for M.Sc. Computer Science, Kalyani College of Engineering, West Bengal for B.Tech. Computer Science. Key Features: This book provides a rigorous yet informal treatment of graph theory with an emphasis on computational aspects of graph theory and graph-theoretic algorithms. Numerous applications to actual engineering problems are incorpo-rated with software design and optimization topics.
Author | : Shimon Even |
Publisher | : Cambridge University Press |
Total Pages | : 203 |
Release | : 2011-09-19 |
Genre | : Computers |
ISBN | : 1139504150 |
Shimon Even's Graph Algorithms, published in 1979, was a seminal introductory book on algorithms read by everyone engaged in the field. This thoroughly revised second edition, with a foreword by Richard M. Karp and notes by Andrew V. Goldberg, continues the exceptional presentation from the first edition and explains algorithms in a formal but simple language with a direct and intuitive presentation. The book begins by covering basic material, including graphs and shortest paths, trees, depth-first-search and breadth-first search. The main part of the book is devoted to network flows and applications of network flows, and it ends with chapters on planar graphs and testing graph planarity.
Author | : Michael Jünger |
Publisher | : Springer Science & Business Media |
Total Pages | : 381 |
Release | : 2012-12-06 |
Genre | : Mathematics |
ISBN | : 3642186386 |
After an introduction to the subject area and a concise treatment of the technical foundations for the subsequent chapters, this book features 14 chapters on state-of-the-art graph drawing software systems, ranging from general "tool boxes'' to customized software for various applications. These chapters are written by leading experts: they follow a uniform scheme and can be read independently from each other. The text covers many industrial applications.
Author | : Samuel R. Buss |
Publisher | : Cambridge University Press |
Total Pages | : 397 |
Release | : 2003-05-19 |
Genre | : Computers |
ISBN | : 1139440381 |
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 | : Gabriel Gambetta |
Publisher | : No Starch Press |
Total Pages | : 250 |
Release | : 2021-05-13 |
Genre | : Computers |
ISBN | : 1718500769 |
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.
Author | : Kenneth L. Kipp |
Publisher | : |
Total Pages | : 60 |
Release | : 1983 |
Genre | : Computer graphics |
ISBN | : |
Author | : Günter Enderle |
Publisher | : Springer Science & Business Media |
Total Pages | : 672 |
Release | : 2012-12-06 |
Genre | : Computers |
ISBN | : 3642710794 |
TO COMPUTER GRAPHICS BASED ONGKS Part I gives an introduction to basic concepts of computer graph ics and to the principles and concepts of GKS. The aims of this part are twofold: to provide the beginner with an overview of the terminology and concepts of computer graphics, based on GKS, and to give the computer graphics expert an introduc tion to the GKS standard. In the early chapters of this part, the main areas of computer graphics, the various classes of com puter graphics users, the interfaces of GKS and its underlying design concepts are discussed and important terms are defined. The later chapters give an informal introduction to the main concepts of GKS and their interrelationships: output, attributes, coordinate systems, transformations, input, segments, metafile, state lists, and error handling. This introduction to the GKS framework will prepare the ground for the detailed description of 2D GKS functions in Part III and the 3D extensions to GKS in Part IV. 1 WHAT IS COMPUTER GRAPHICS? 1. 1 Defmition of Computer Graphics The Data Processing Vocabulary of the International Organization for Stan dardization (ISO) [ISO 84] defines Computer Graphics as follows: "Methods and techniques for converting data to and from a graphic display via computer. " This definition refers to three basic components of any computer graphics system - namely "data", "computer", and "display".
Author | : Cleveland |
Publisher | : CRC Press |
Total Pages | : 456 |
Release | : 1988-07-08 |
Genre | : Mathematics |
ISBN | : 9780534091446 |
The essential characteristic of a dynamic graphical method is the direct manipulation of elements of a graph on a computer screen, which in high-performance implementations, the elements change virtually instantaneously on the screen. This book contains a collection of papers about dynamic graphics dating from the late 1960s to 1988. Although technology has advanced considerably, the fundamental ideas about basic graphical principles and data-analytic goals are still relevant today.
Author | : Nathan Carter |
Publisher | : American Mathematical Soc. |
Total Pages | : 483 |
Release | : 2016-12-31 |
Genre | : Mathematics |
ISBN | : 1614441227 |
This text, by an award-winning [Author];, was designed to accompany his first-year seminar in the mathematics of computer graphics. Readers learn the mathematics behind the computational aspects of space, shape, transformation, color, rendering, animation, and modeling. The software required is freely available on the Internet for Mac, Windows, and Linux. The text answers questions such as these: How do artists build up realistic shapes from geometric primitives? What computations is my computer doing when it generates a realistic image of my 3D scene? What mathematical tools can I use to animate an object through space? Why do movies always look more realistic than video games? Containing the mathematics and computing needed for making their own 3D computer-generated images and animations, the text, and the course it supports, culminates in a project in which students create a short animated movie using free software. Algebra and trigonometry are prerequisites; calculus is not, though it helps. Programming is not required. Includes optional advanced exercises for students with strong backgrounds in math or computer science. Instructors interested in exposing their liberal arts students to the beautiful mathematics behind computer graphics will find a rich resource in this text.
Author | : Juraj Hromkovič |
Publisher | : Springer Science & Business Media |
Total Pages | : 413 |
Release | : 2004-12-21 |
Genre | : Computers |
ISBN | : 3540241329 |
This book constitutes the thoroughly refereed post-proceedings of the 30th International Workshop on Graph-Theoretic Concepts in Computer Science, WG 2004, held in Bad Honnef, Germany in June 2004. The 31 revised full papers presented together with 2 invited papers were carefully selected from 66 submissions during two rounds of reviewing and improvement. The papers are organized in topical sections on graph algorithms: trees; graph algorithms: recognition and decomposition; graph algorithms: various problems; optimization and approximation algorithms; parameterized complexity and exponential algorithms; counting, combinatorics, and optimization; applications in bioinformatics and graph drawing; and graph classes and NP-hard problems.