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Book Computer Graphics for Artists  An Introduction

Download or read book Computer Graphics for Artists An Introduction written by Andrew Paquette and published by Springer Science & Business Media. This book was released on 2008-03-20 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Packed with exercises, this book is an application-independent and reader-friendly primer for anyone with a serious desire to understand 3D Computer Graphics. Opening with the first and most basic elements of computer graphics, the book rapidly advances into progressively more complex concepts. Each of the elements, however simple, are important to understand because each is an essential link in a chain that allows an artist to master any computer graphics application. With this accomplished, the artist can use technology to satisfy his/her goals, instead of the technology being master of the artist.

Book An Introduction to Computer Graphics for Artists

Download or read book An Introduction to Computer Graphics for Artists written by Andrew Paquette and published by Springer Science & Business Media. This book was released on 2014-07-08 with total page 351 pages. Available in PDF, EPUB and Kindle. Book excerpt: An Introduction to Computer Graphics for Artists is an application-independent, reader-friendly primer for anyone with a serious desire to understand 3D Computer Graphics. Written by a veteran of the computer graphics industry whose previous career included film animation and various spells as Art Director for video games, Andrew Paquette draws on his experiences both as an artist and a manager. Far too often artists, even professionals, lack a basic understanding of the principles of computer graphics. The result is inefficiency and lower quality of work. This book addresses these issues by providing fundamental information in a university course format, with theoretical material, detailed illustrations, and projects to test the reader’s understanding of the concepts covered. Opening with the first and most basic elements of computer graphics, the book rapidly advances into progressively more complex concepts. Each of the elements, however simple, are important to understand because each is an essential link in a chain that allows an artist to master any computer graphics application. With this accomplished, the artist can use technology to satisfy his goals, instead of the technology being master of the artist. All students wanting to learn more about computer graphics from an artistic viewpoint, particularly those intending to pursue a career in computer game design or film animation, will find this book invaluable.

Book The Computer in the Visual Arts

Download or read book The Computer in the Visual Arts written by Anne Morgan Spalter and published by Addison-Wesley Professional. This book was released on 1999 with total page 572 pages. Available in PDF, EPUB and Kindle. Book excerpt: For anyone interested in how computers are used in art and design, this introduction to computer graphics is uniquely focused on the computer as a medium for artistic expression and graphic communication.

Book Computer Graphics for Artists II

Download or read book Computer Graphics for Artists II written by Andrew Paquette and published by Springer Science & Business Media. This book was released on 2009-05-22 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this second volume of Computer Graphics for Artists the author, Andrew Paquette, guides the reader through the creation of realistic computer-generated backgrounds and characters. Rather than teach using a specific program, the author focuses on the theory required to ensure that the artist can create a convincing landscape, building, person or whatever they turn their attention to. Part One covers the core areas of background generation, such as CG terrain, plant life and architecture, but also deals with specific concepts such as photo-texturing and lighting, explaining all the advantages and pitfalls involved. Part Two introduces the reader to the study of the body-shape and movement and their consequent effects upon successful digital-recreation, as well as addressing some of the fundamental elements of appearance; hair, skin and fat. It is assumed that readers will be familiar with the terms and concepts described in the first volume of this work.

Book The Art of Computer Graphics Programming

Download or read book The Art of Computer Graphics Programming written by William John Mitchell and published by Van Nostrand Reinhold Company. This book was released on 1987 with total page 590 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Introduction to Graphic Arts and Media Technologies

Download or read book Introduction to Graphic Arts and Media Technologies written by Daniel Bouweraerts and published by Cognella Academic Publishing. This book was released on 2020-12-11 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Introduction to Graphic Arts and Media Technologies provides students with an accessible and informative overview of various facets of and opportunities within the graphic arts and media technologies industry. The text provides readers with the knowledge and skillsets required to help them to succeed in their future careers, whether in graphic design, advertising design, printing technologies, web design, video and sound design, or 3D modeling and animation. The opening chapter offers students a brief history of the industry and describes a variety of jobs available to them. Additional chapters examine historical reference points that can influence and inspire today's artists, from the cave paintings of Lascaux to the art style of Walt Disney to modern web design aesthetics. Students learn how to expand their creativity, think like a designer, and apply key design elements and principles to produce effective media solutions. Dedicated chapters cover imagery in graphics, type and typography, industry workflows, and media and communication options. The closing chapter speaks to building a professional portfolio, leveraging industry resources, and tapping into future educational opportunities. Featuring vibrant, full-color images and enlightening interviews with professionals in the industry, Introduction to Graphic Arts and Media Technologies is an ideal resource for courses and programs in the visual arts.

Book An Introduction to Ray Tracing

Download or read book An Introduction to Ray Tracing written by Andrew S. Glassner and published by Elsevier. This book was released on 1989-06-01 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: The creation of ever more realistic 3-D images is central to the development of computer graphics. The ray tracing technique has become one of the most popular and powerful means by which photo-realistic images can now be created. The simplicity, elegance and ease of implementation makes ray tracing an essential part of understanding and exploiting state-of-the-art computer graphics. An Introduction to Ray Tracing develops from fundamental principles to advanced applications, providing "how-to" procedures as well as a detailed understanding of the scientific foundations of ray tracing. It is also richly illustrated with four-color and black-and-white plates. This is a book which will be welcomed by all concerned with modern computer graphics, image processing, and computer-aided design. Provides practical "how-to" information Contains high quality color plates of images created using ray tracing techniques Progresses from a basic understanding to the advanced science and application of ray tracing

Book Computer Graphics   Animation

Download or read book Computer Graphics Animation written by Asha Kalbag and published by E.D.C. Publishing. This book was released on 1999-12 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Describes the process of computer graphics and computer animation.

Book An Artist s Guide to Programming

Download or read book An Artist s Guide to Programming written by Jim Parker and published by No Starch Press. This book was released on 2022-06-07 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn to program with visual examples. Programs increase in complexity as you progress — from drawing a circle to 3D graphics, animations, and simulations. A Graphical Introduction to Programming teaches computer programming with the aid of 100 example programs, each of which integrates graphical or sound output. The Processing-language-based examples range from drawing a circle and animating bouncing balls to 3D graphics, audio visualization, and interactive games. Readers learn core programming concepts like conditions, loops, arrays, strings and functions, as well as how to use Processing to draw lines, shapes, and 3D objects. They’ll learn key computer graphics concepts like manipulating images, animating text, mapping textures onto objects, and working with video. Advanced examples include sound effects and audio visualization, network communication, 3D geometry and animation, simulations of snow and smoke, predator-prey populations, and interactive games.

Book Introduction to the Mathematics of Computer Graphics

Download or read book Introduction to the Mathematics of Computer Graphics written by Nathan Carter and published by American Mathematical Soc.. This book was released on 2016-12-31 with total page 462 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book An Artist s Guide to Programming

Download or read book An Artist s Guide to Programming written by Jim Parker and published by No Starch Press. This book was released on 2022-06-07 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn to program with visual examples. Programs increase in complexity as you progress — from drawing a circle to 3D graphics, animations, and simulations. A Graphical Introduction to Programming teaches computer programming with the aid of 100 example programs, each of which integrates graphical or sound output. The Processing-language-based examples range from drawing a circle and animating bouncing balls to 3D graphics, audio visualization, and interactive games. Readers learn core programming concepts like conditions, loops, arrays, strings and functions, as well as how to use Processing to draw lines, shapes, and 3D objects. They’ll learn key computer graphics concepts like manipulating images, animating text, mapping textures onto objects, and working with video. Advanced examples include sound effects and audio visualization, network communication, 3D geometry and animation, simulations of snow and smoke, predator-prey populations, and interactive games.

Book Introductory Computer Graphics with Processing

Download or read book Introductory Computer Graphics with Processing written by Dino Schweitzer and published by . This book was released on 2012 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer graphics is fun! Fun to teach and fun to learn. This book takes an entertaining approach to presenting the fundamental concepts of graphics in an easy-to-read, informative, and visually interesting way. Interactive tools allow readers to experience the basic concepts and algorithms in a hands-on, exploratory fashion. The text is designed for a one-semester undergraduate course in computer graphics assuming no previous experience or knowledge.Highlights include:- Basic equations and algorithms for modeling, viewing, and drawing graphic primitives- Advanced algorithms for realistic shading- Introduction to animation principles- Source code written in Processing, an easy-to-learn open-source programming language developed for artists and designers- Interesting factoids and vignettes about computer graphics, such as "History of the Utah Teapot" and "The story behind the computer graphics cover girl"

Book The Art of Maya

    Book Details:
  • Author : Autodesk Maya Press
  • Publisher : Sybex
  • Release : 2007-04-30
  • ISBN : 9781897177471
  • Pages : 256 pages

Download or read book The Art of Maya written by Autodesk Maya Press and published by Sybex. This book was released on 2007-04-30 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: This unique, full-color visual exploration of the theory of Maya is rich with diagrams and illustrations that demonstrate the critical concepts of 3D time and space, and helps explain the principles of 3D modeling, animation, dynamics and rendering. The book also includes a series of production notes detailing how skilled Maya artists have worked with the software to create production quality films, games, visualizations, and animations. The accompanying CD-ROM includes Maya Personal Learning Edition.

Book 3D Computer Graphics

    Book Details:
  • Author : Samuel R. Buss
  • Publisher : Cambridge University Press
  • Release : 2003-05-19
  • ISBN : 1139440381
  • Pages : 397 pages

Download or read book 3D Computer Graphics written by Samuel R. Buss and published by Cambridge University Press. This book was released on 2003-05-19 with total page 397 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Computer Graphics for Designers   Artists

Download or read book Computer Graphics for Designers Artists written by Isaac Victor Kerlow and published by Van Nostrand Reinhold Company. This book was released on 1996 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Graphics for Designers and Artists, Second Edition, features a new chapter on animation that covers 3-D synthetic animation, 2-D cell animation, and production steps. The original chapter on three-dimensional modeling now offers expanded information on fractals and ray tracing techniques.

Book Mobile 3D Graphics

    Book Details:
  • Author : Kari Pulli
  • Publisher : Elsevier
  • Release : 2007-11-19
  • ISBN : 9780080555911
  • Pages : 464 pages

Download or read book Mobile 3D Graphics written by Kari Pulli and published by Elsevier. This book was released on 2007-11-19 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics and game developers must learn to program for mobility. This book will teach you how. "This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come." - Lincoln Wallen, CTO, Electronic Arts, Mobile “This book is an escalator, which takes the field to new levels. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject. - Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University "This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field." - Sean Ellis, Consultant Graphics Engineer, ARM Ltd The exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline. Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players. The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G. C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book. The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing. Along the way, readers will benefit from the hundreds of included tips, tricks and caveats. Written by experts at Nokia whose workshops at industry conferences are blockbusters The programs used in the examples are featured in thousands of professional courses each year

Book Image Objects

    Book Details:
  • Author : Jacob Gaboury
  • Publisher : MIT Press
  • Release : 2021-08-03
  • ISBN : 0262045036
  • Pages : 323 pages

Download or read book Image Objects written by Jacob Gaboury and published by MIT Press. This book was released on 2021-08-03 with total page 323 pages. Available in PDF, EPUB and Kindle. Book excerpt: How computer graphics transformed the computer from a calculating machine into an interactive medium, as seen through the histories of five technical objects. Most of us think of computer graphics as a relatively recent invention, enabling the spectacular visual effects and lifelike simulations we see in current films, television shows, and digital games. In fact, computer graphics have been around as long as the modern computer itself, and played a fundamental role in the development of our contemporary culture of computing. In Image Objects, Jacob Gaboury offers a prehistory of computer graphics through an examination of five technical objects--an algorithm, an interface, an object standard, a programming paradigm, and a hardware platform--arguing that computer graphics transformed the computer from a calculating machine into an interactive medium. Gaboury explores early efforts to produce an algorithmic solution for the calculation of object visibility; considers the history of the computer screen and the random-access memory that first made interactive images possible; examines the standardization of graphical objects through the Utah teapot, the most famous graphical model in the history of the field; reviews the graphical origins of the object-oriented programming paradigm; and, finally, considers the development of the graphics processing unit as the catalyst that enabled an explosion in graphical computing at the end of the twentieth century. The development of computer graphics, Gaboury argues, signals a change not only in the way we make images but also in the way we mediate our world through the computer--and how we have come to reimagine that world as computational.