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Book Graphics Gems IV

    Book Details:
  • Author : Paul S. Heckbert
  • Publisher : Morgan Kaufmann
  • Release : 1994
  • ISBN : 9780123361554
  • Pages : 616 pages

Download or read book Graphics Gems IV written by Paul S. Heckbert and published by Morgan Kaufmann. This book was released on 1994 with total page 616 pages. Available in PDF, EPUB and Kindle. Book excerpt: Accompanying disk contains ... "all of the code from all four volumes."--Page 4 of cover.

Book Graphics Gems

    Book Details:
  • Author : Andrew S. Glassner
  • Publisher : Morgan Kaufmann
  • Release : 1993-06-29
  • ISBN : 9780122861666
  • Pages : 0 pages

Download or read book Graphics Gems written by Andrew S. Glassner and published by Morgan Kaufmann. This book was released on 1993-06-29 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The GRAPHICS GEMS Series" was started in 1990 by Andrew Glassner. The vision and purpose of the Series was - and still is - to provide tips, techniques, and algorithms for graphics programmers. All of the gems are written by programmers who work in the field and are motivated by a common desire to share interesting ideas and tools with their colleagues. Each volume provides a new set of innovative solutions to a variety of programming problems.

Book Graphics Gems IV  IBM Version

Download or read book Graphics Gems IV IBM Version written by Paul Heckbert and published by Elsevier. This book was released on 1994-06-17 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics Gems IV is the newest volume in the Graphics Gems series. All of the books in the series contain practical solutions for graphics problems using the latest techniques in the field. The books in this series have become essential, time saving toolsfor many programmers. Volume IV is a collection of carefully crafted gems which are all new and innovative. All of the gems are immediately accessible and useful in formulating clean, fast, and elegant programs. The C programming language has been used for most of the program listings, although several of the gems have C++ implementations. *IBM version Includes one 3 1/2" high-density disk. System Requirements: 286 or higher IBM PC compatible, DOS 4.0 or higher

Book Graphics Gems V  IBM Version

Download or read book Graphics Gems V IBM Version written by Alan W. Paeth and published by Elsevier. This book was released on 1995-06-15 with total page 465 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics Gems V is the newest volume in The Graphics Gems Series. It is intended to provide the graphics community with a set of practical tools for implementing new ideas and techniques, and to offer working solutions to real programming problems. These tools are written by a wide variety of graphics programmers from industry, academia, and research. The books in the series have become essential, time-saving tools for many programmers. - Latest collection of graphics tips in The Graphics Gems Series written by the leading programmers in the field - Contains over 50 new gems displaying some of the most recent and innovative techniques in graphics programming - Includes gems covering ellipses, splines, Bezier curves, and ray tracing

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 359 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 Ray Tracing Gems

    Book Details:
  • Author : Eric Haines
  • Publisher : Apress
  • Release : 2019-02-25
  • ISBN : 1484244273
  • Pages : 622 pages

Download or read book Ray Tracing Gems written by Eric Haines and published by Apress. This book was released on 2019-02-25 with total page 622 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs

Book Advanced Graphics Programming Using OpenGL

Download or read book Advanced Graphics Programming Using OpenGL written by Tom McReynolds and published by Elsevier. This book was released on 2005-02-17 with total page 673 pages. Available in PDF, EPUB and Kindle. Book excerpt: Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques—beyond those learned in introductory computer graphics texts—is not as easy to come by as inexpensive hardware. This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques—those that don't require esoteric hardware or custom graphics libraries—that are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs. - Emphasizes the algorithmic side of computer graphics, with a practical application focus, and provides usable techniques for real world problems. - Serves as an introduction to the techniques that are hard to obtain outside of an intensive computer graphics work environment. - Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others.

Book Learning Processing

    Book Details:
  • Author : Daniel Shiffman
  • Publisher : Newnes
  • Release : 2015-09-09
  • ISBN : 0123947928
  • Pages : 566 pages

Download or read book Learning Processing written by Daniel Shiffman and published by Newnes. This book was released on 2015-09-09 with total page 566 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learning Processing, Second Edition, is a friendly start-up guide to Processing, a free, open-source alternative to expensive software and daunting programming languages. Requiring no previous experience, this book is for the true programming beginner. It teaches the basic building blocks of programming needed to create cutting-edge graphics applications including interactive art, live video processing, and data visualization. Step-by-step examples, thorough explanations, hands-on exercises, and sample code, supports your learning curve.A unique lab-style manual, the book gives graphic and web designers, artists, and illustrators of all stripes a jumpstart on working with the Processing programming environment by providing instruction on the basic principles of the language, followed by careful explanations of select advanced techniques. The book has been developed with a supportive learning experience at its core. From algorithms and data mining to rendering and debugging, it teaches object-oriented programming from the ground up within the fascinating context of interactive visual media.This book is ideal for graphic designers and visual artists without programming background who want to learn programming. It will also appeal to students taking college and graduate courses in interactive media or visual computing, and for self-study. - A friendly start-up guide to Processing, a free, open-source alternative to expensive software and daunting programming languages - No previous experience required—this book is for the true programming beginner! - Step-by-step examples, thorough explanations, hands-on exercises, and sample code supports your learning curve

Book Graphics Gems III  IBM Version

Download or read book Graphics Gems III IBM Version written by David Kirk and published by Elsevier. This book was released on 2012-12-02 with total page 669 pages. Available in PDF, EPUB and Kindle. Book excerpt: This sequel to Graphics Gems (Academic Press, 1990), and Graphics Gems II (Academic Press, 1991) is a practical collection of computer graphics programming tools and techniques. Graphics Gems III contains a larger percentage of gems related to modeling and rendering, particularly lighting and shading. This new edition also covers image processing, numerical and programming techniques, modeling and transformations, 2D and 3D geometry and algorithms,ray tracing and radiosity, rendering, and more clever new tools and tricks for graphics programming. Volume III also includes a disk containing source codes for either the IBM or Mac versions featuring all code from Volumes I, II, and III. Author David Kirk lends his expertise to the Graphics Gems series in Volume III with his far-reaching knowledge of modeling and rendering, specifically focusing on the areas of lighting and shading. Volume III includes a disk containing source codes for both the IBM and Mac versions featuring all code from volumes I, II, and III. Graphics Gems I, II, and III are sourcebooks of ideas for graphics programmers. They also serve as toolboxes full of useful tricks and techniques for novice programmers and graphics experts alike. Each volume reflects the personality and particular interests of its respective editor. - Includes a disk containing source codes for both the IBM and Mac versions featuring code from volumes I, II, and III - Features all new graphics gems - Explains techniques for making computer graphics implementations more efficient - Emphasizes physically based modeling, rendering, radiosity, and ray tracing - Presents techniques for making computer graphics implementations more efficient

Book Graphics Gems II

    Book Details:
  • Author : James Arvo
  • Publisher : Morgan Kaufmann
  • Release : 1991
  • ISBN : 9780120644810
  • Pages : 78 pages

Download or read book Graphics Gems II written by James Arvo and published by Morgan Kaufmann. This book was released on 1991 with total page 78 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics Gems II is a collection of articles shared by a diverse group of people that reflect ideas and approaches in graphics programming which can benefit other computer graphics programmers. This volume presents techniques for doing well-known graphics operations faster or easier. The book contains chapters devoted to topics on two-dimensional and three-dimensional geometry and algorithms, image processing, frame buffer techniques, and ray tracing techniques. The radiosity approach, matrix techniques, and numerical and programming techniques are likewise discussed. Graphics artists and computer programmers will find the book invaluable.

Book Real Time Rendering

    Book Details:
  • Author : Tomas Akenine-Möller
  • Publisher : CRC Press
  • Release : 2019-01-18
  • ISBN : 1315362007
  • Pages : 1046 pages

Download or read book Real Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Book Andrew Glassner s Notebook

Download or read book Andrew Glassner s Notebook written by Andrew S. Glassner and published by Morgan Kaufmann. This book was released on 1999 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a collection of 18 columns written by Andrew Glassner for Computer Graphic and Applications magazine. As well as the published material, the book includes notes and corrections to the original articles, a chapter of introduction, and additional text and graphics not originally included. Topics range from computer graphics and art, to the ethics of computers in society.

Book Graphics Gems V  Macintosh Version

Download or read book Graphics Gems V Macintosh Version written by Alan W. Paeth and published by Academic Press. This book was released on 2014-05-19 with total page 464 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics Gems V is the newest volume in The Graphics Gems Series. It is intended to provide the graphics community with a set of practical tools for implementing new ideas and techniques, and to offer working solutions to real programming problems. These tools are written by a wide variety of graphics programmers from industry, academia, and research. The books in the series have become essential, time-saving tools for many programmers.Latest collection of graphics tips in The Graphics Gems Series written by the leading programmers in the field.Contains over 50 new gems displaying some of the most recent and innovative techniques in graphics programming.Includes gems covering ellipses, splines, Bezier curves, and ray tracing.Disk included containing source code from the gems available in both IBM and Macintosh versions.

Book Jim Blinn s Corner  Notation  Notation  Notation

Download or read book Jim Blinn s Corner Notation Notation Notation written by Jim Blinn and published by Elsevier. This book was released on 2002-07-16 with total page 339 pages. Available in PDF, EPUB and Kindle. Book excerpt: The third entry in the Jim Blinn's Corner series, this is, like the others, a handy compilation of selected installments of his influential column. But here, for the first time, you get the "Director's Cut" of the articles: revised, expanded, and enhanced versions of the originals. What's changed? Improved mathematical notation, more diagrams, new solutions. What remains the same? All the things you've come to rely on: straight answers, irreverent style, and innovative thinking. This is Jim Blinn at his best - now even better. - Features 21 expanded and updated installments of "Jim Blinn's Corner," dating from 1995 to 2001, and never before published in book form - Includes "deleted scenes"—tangential explorations that didn't make it into the original columns - Details how Blinn represented planets in his famous JPL flyby animations - Explores a wide variety of other topics, from the concrete to the theoretical: assembly language optimization for parallel processors, exotic usage of C++ template instantiation, algebraic geometry, a graphical notation for tensor contraction, and his hopes for a future world

Book Programming the Cell Processor

Download or read book Programming the Cell Processor written by Matthew Scarpino and published by Pearson Education. This book was released on 2008-10-14 with total page 909 pages. Available in PDF, EPUB and Kindle. Book excerpt: Make the Most of IBM’s Breakthrough Cell Processor in Any Gaming, Graphics, or Scientific Application IBM’s Cell processor delivers truly stunning computational power: enough to satisfy even the most demanding gamers and graphics developers. That’s why Sony chose the Cell to drive its breakthrough PlayStation 3 and why Cell processors are at the heart of today’s most powerful supercomputers. But many developers have struggled to create high-performance Cell applications: the practical, coherent information they need simply hasn’t existed. Programming the Cell Processor solves that problem once and for all. Whether you’re a game developer, graphics programmer, or engineer, Matthew Scarpino shows you how to create applications that leverage all the Cell’s extraordinary power. Scarpino covers everything from the Cell’s advanced architecture to its powerful tools and libraries, presenting realistic code examples that help you gain an increasingly deep and intuitive understanding of Cell development. Scarpino illuminates each of the Cell’s most important technical innovations, introduces the commands needed to access its power, and walks you through the entire development process, including compiling, linking, debugging, and simulating code. He also offers start-to-finish case studies for three especially important Cell applications: games, graphics, and scientific computing. The Cell platform offers unprecedented potential, and this book will help you make the most of it.

Book Digital Geometry

    Book Details:
  • Author : Reinhard Klette
  • Publisher : Morgan Kaufmann
  • Release : 2004-08-06
  • ISBN : 1558608613
  • Pages : 676 pages

Download or read book Digital Geometry written by Reinhard Klette and published by Morgan Kaufmann. This book was released on 2004-08-06 with total page 676 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first book on digital geometry by the leaders in the field.

Book History of Computer Graphics

Download or read book History of Computer Graphics written by Dan Ryan and published by Author House. This book was released on 2011-04-14 with total page 413 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book reflects the many changes that computer graphics technology has under gone in my working life time. I graduated from a teachers college in 1963. There was not a computer of any kind on campus, imagine my shock when my very first college employer (Omaha University) required me to know something about an IBM 1620 and a key punch machine! The first part of this book is an account of that experience at Omaha University and later the Nebraska of Nebraska at Omaha. When I moved to Clemson University in 1976, they had a computer and a large Calcomp Plotter but nothing else in the way of computer graphics hardware or software. So, except for a few short sections in chapter one, this history begins with the events of 1963 and proceeds to document what happened to computer graphics for engineering design and manufacturing as practiced by an engineer or technician at Clemson University. The next section of the book contains my experiences as a self-employed consultant (1993-present), my consulting started in 1984 after I completed a PhD in Data Systems Engineering. In 1993, I left full time teaching and became Professor Emeritus at Clemson University. I wanted to start my own consulting company, DLR Associates. Oddly enough, most of my first consulting in computer graphics took place in the Omaha and Pennsylvania areas - not South Carolina. My contacts came from my paper presentations at various ASEE meetings and the annual national distance learning conferences held at the University of Maine. I took a year off to accept a Fulbright Scholarship Nomination from the University of Rookee, India. I was listed as an international member in the Who's Who Directory of the computer graphics industry. In a nut shell, that is who I am. Why, then, did I decide to write this book?