Three Dimensional Computer Graphics
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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 | : Steven J. Gortler |
Publisher | : MIT Press |
Total Pages | : 291 |
Release | : 2012-07-13 |
Genre | : Computers |
ISBN | : 0262017350 |
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 | : Branislav Sobota |
Publisher | : BoD – Books on Demand |
Total Pages | : 182 |
Release | : 2020-10-14 |
Genre | : Computers |
ISBN | : 1839626224 |
Mixed reality is an area of computer research that deals with the combination of real-world and computer-generated data, where computer-generated objects are visually mixed into the real environment and vice versa in real time. It is the newest virtual reality technology. It usually uses 3D computer graphics technologies for visual presentation of the virtual world. The mixed reality can be created using the following technologies: augmented reality and augmented virtuality. Mixed and virtual reality, their applications, 3D computer graphics and related technologies in their actual stage are the content of this book. 3D-modeling in virtual reality, a stereoscopy, and 3D solids reconstruction are presented in the first part. The second part contains examples of the applications of these technologies, in industrial, medical, and educational areas.
Author | : JungHyun Han |
Publisher | : CRC Press |
Total Pages | : 325 |
Release | : 2011-02-17 |
Genre | : Computers |
ISBN | : 1439827389 |
Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experie
Author | : R. Stuart Ferguson |
Publisher | : CRC Press |
Total Pages | : 517 |
Release | : 2013-12-19 |
Genre | : Computers |
ISBN | : 1466582537 |
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 | : Alan H. Watt |
Publisher | : Addison Wesley Publishing Company |
Total Pages | : 552 |
Release | : 1993 |
Genre | : Computers |
ISBN | : |
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 | : 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 | : Yoshiaki Shirai |
Publisher | : Springer Science & Business Media |
Total Pages | : 308 |
Release | : 2012-12-06 |
Genre | : Computers |
ISBN | : 3642824293 |
The purpose of computer vision is to make computers capable of understanding environments from visual information. Computer vision has been an interesting theme in the field of artificial intelligence. It involves a variety of intelligent information processing: both pattern processing for extraction of meaningful symbols from visual information and symbol processing for determining what the symbols represent. The term "3D computer vision" is used if visual information has to be interpreted as three-dimensional scenes. 3D computer vision is more challenging because objects are seen from limited directions and some objects are occluded by others. In 1980, the author wrote a book "Computer Vision" in Japanese to introduce an interesting new approach to visual information processing developed so far. Since then computer vision has made remarkable progress: various rangefinders have become available, new methods have been developed to obtain 3D informa tion, knowledge representation frameworks have been proposed, geometric models which were developed in CAD/CAM have been used for computer vision, and so on. The progress in computer vision technology has made it possible to understand more complex 3 D scenes. There is an increasing demand for 3D computer vision. In factories, for example, automatic assembly and inspection can be realized with fewer con straints than conventional ones which employ two-dimensional computer vision.
Author | : David Eberly |
Publisher | : CRC Press |
Total Pages | : 1008 |
Release | : 2006-11-03 |
Genre | : Art |
ISBN | : 1482267306 |
The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.
Author | : Jonas de Miranda Gomes |
Publisher | : CRC Press |
Total Pages | : 353 |
Release | : 2012-08-08 |
Genre | : Computers |
ISBN | : 1466571217 |
Design and Implementation of 3D Graphics Systems covers the computational aspects of geometric modeling and rendering 3D scenes. Special emphasis is given to the architectural aspects of interactive graphics, geometric modeling, rendering techniques, the graphics pipeline, and the architecture of 3D graphics systems. The text describes basic 3D computer graphics algorithms and their implementation in the C language. The material is complemented by library routines for constructing graphics systems, which are available for download from the book’s website. This book, along with its companion Computer Graphics: Theory and Practice, gives readers a full understanding of the principles and practices of implementing 3D graphics systems.