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Book Practical Algorithms for 3D Computer Graphics

Download or read book Practical Algorithms for 3D Computer Graphics written by R. Stuart Ferguson and published by CRC Press. This book was released on 2013-12-19 with total page 517 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Book Practical Algorithms for 3D Computer Graphics  Second Edition

Download or read book Practical Algorithms for 3D Computer Graphics Second Edition written by R. Stuart Ferguson and published by CRC Press. This book was released on 2013-12-19 with total page 521 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images. New to the Second Edition New chapter on the modern approach to real-time 3D programming using OpenGL New chapter that introduces 3D graphics for mobile devices New chapter on OpenFX, a comprehensive open source 3D tools suite for modeling and animation Discussions of new topics, such as particle modeling, marching cubes, and techniques for rendering hair and fur More web-only content, including source code for the algorithms, video transformations, comprehensive examples, and documentation for OpenFX The book is suitable for newcomers to graphics research and 3D computer games as well as more experienced software developers who wish to write plug-in modules for any 3D application program or shader code for a commercial games engine.

Book 3D Game Engine Design

    Book Details:
  • Author : David Eberly
  • Publisher : CRC Press
  • Release : 2006-11-03
  • ISBN : 1482267306
  • Pages : 1008 pages

Download or read book 3D Game Engine Design written by David Eberly and published by CRC Press. This book was released on 2006-11-03 with total page 1008 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Introduction to Computer Graphics

Download or read book Introduction to Computer Graphics written by Fabio Ganovelli and published by CRC Press. This book was released on 2014-10-17 with total page 417 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teach Your Students How to Create a Graphics Application Introduction to Computer Graphics: A Practical Learning Approach guides students in developing their own interactive graphics application. The authors show step by step how to implement computer graphics concepts and theory using the EnvyMyCar (NVMC) framework as a consistent example throughout the text. They use the WebGL graphics API to develop NVMC, a simple, interactive car racing game. Each chapter focuses on a particular computer graphics aspect, such as 3D modeling and lighting. The authors help students understand how to handle 3D geometric transformations, texturing, complex lighting effects, and more. This practical approach leads students to draw the elements and effects needed to ultimately create a visually pleasing car racing game. The code is available at www.envymycarbook.com Puts computer graphics theory into practice by developing an interactive video game Enables students to experiment with the concepts in a practical setting Uses WebGL for code examples Requires knowledge of general programming and basic notions of HTML and JavaScript Provides the software and other materials on the book’s website Software development does not require installation of IDEs or libraries, only a text editor.

Book Computer Graphics from Scratch

Download or read book Computer Graphics from Scratch written by Gabriel Gambetta and published by No Starch Press. This book was released on 2021-05-13 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

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 An Introduction to 3D Computer Vision Techniques and Algorithms

Download or read book An Introduction to 3D Computer Vision Techniques and Algorithms written by Boguslaw Cyganek and published by John Wiley & Sons. This book was released on 2011-08-10 with total page 485 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer vision encompasses the construction of integrated vision systems and the application of vision to problems of real-world importance. The process of creating 3D models is still rather difficult, requiring mechanical measurement of the camera positions or manual alignment of partial 3D views of a scene. However using algorithms, it is possible to take a collection of stereo-pair images of a scene and then automatically produce a photo-realistic, geometrically accurate digital 3D model. This book provides a comprehensive introduction to the methods, theories and algorithms of 3D computer vision. Almost every theoretical issue is underpinned with practical implementation or a working algorithm using pseudo-code and complete code written in C++ and MatLab®. There is the additional clarification of an accompanying website with downloadable software, case studies and exercises. Organised in three parts, Cyganek and Siebert give a brief history of vision research, and subsequently: present basic low-level image processing operations for image matching, including a separate chapter on image matching algorithms; explain scale-space vision, as well as space reconstruction and multiview integration; demonstrate a variety of practical applications for 3D surface imaging and analysis; provide concise appendices on topics such as the basics of projective geometry and tensor calculus for image processing, distortion and noise in images plus image warping procedures. An Introduction to 3D Computer Vision Algorithms and Techniques is a valuable reference for practitioners and programmers working in 3D computer vision, image processing and analysis as well as computer visualisation. It would also be of interest to advanced students and researchers in the fields of engineering, computer science, clinical photography, robotics, graphics and mathematics.

Book Computer Graphics

    Book Details:
  • Author : Nobuhiko Mukai
  • Publisher : BoD – Books on Demand
  • Release : 2012-03-30
  • ISBN : 9535104551
  • Pages : 270 pages

Download or read book Computer Graphics written by Nobuhiko Mukai and published by BoD – Books on Demand. This book was released on 2012-03-30 with total page 270 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer graphics is now used in various fields; for industrial, educational, medical and entertainment purposes. The aim of computer graphics is to visualize real objects and imaginary or other abstract items. In order to visualize various things, many technologies are necessary and they are mainly divided into two types in computer graphics: modeling and rendering technologies. This book covers the most advanced technologies for both types. It also includes some visualization techniques and applications for motion blur, virtual agents and historical textiles. This book provides useful insights for researchers in computer graphics.

Book Practical Global Illumination with Irradiance Caching

Download or read book Practical Global Illumination with Irradiance Caching written by Jaroslav Krivanek and published by Morgan & Claypool Publishers. This book was released on 2009-07-08 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: Irradiance caching is a ray tracing-based technique for computing global illumination on diffuse surfaces. Specifically, it addresses the computation of indirect illumination bouncing off one diffuse object onto another. The sole purpose of irradiance caching is to make this computation reasonably fast. The main idea is to perform the indirect illumination sampling only at a selected set of locations in the scene, store the results in a cache, and reuse the cached value at other points through fast interpolation. This book is for anyone interested in making a production-ready implementation of irradiance caching that reliably renders artifact-free images. Since its invention 20 years ago, the irradiance caching algorithm has been successfully used to accelerate global illumination computation in the Radiance lighting simulation system. Its widespread use had to wait until computers became fast enough to consider global illumination in film production rendering. Since then, its use is ubiquitous. Virtually all commercial and open-source rendering software base the global illumination computation upon irradiance caching. Although elegant and powerful, the algorithm in its basic form often fails to produce artifact-free mages. Unfortunately, practical information on implementing the algorithm is scarce. The main objective of this book is to show the irradiance caching algorithm along with all the details and tricks upon which the success of its practical implementation is dependent. In addition, we discuss some extensions of the basic algorithm, such as a GPU implementation for interactive global illumination computation and temporal caching that exploits temporal coherence to suppress flickering in animations. Our goal is to show the material without being overly theoretical. However, the reader should have some basic understanding of rendering concepts, ray tracing in particular. Familiarity with global illumination is useful but not necessary to read this book. Table of Contents: Introduction to Ray Tracing and Global Illumination / Irradiance Caching Core / Practical Rendering with Irradiance Caching / Irradiance Caching in a Complete Global Illumination / Irradiance Caching on Graphics Hardware / Temporal Irradiance Caching

Book 3D Graphics for Game Programming

Download or read book 3D Graphics for Game Programming written by JungHyun Han and published by CRC Press. This book was released on 2011-02-17 with total page 325 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Book Foundations of 3D Computer Graphics

Download or read book Foundations of 3D Computer Graphics written by Steven J. Gortler and published by MIT Press. This book was released on 2012-07-13 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Computer Graphics

    Book Details:
  • Author : James D. Foley
  • Publisher : Addison-Wesley Professional
  • Release : 1996
  • ISBN : 9780201848403
  • Pages : 1294 pages

Download or read book Computer Graphics written by James D. Foley and published by Addison-Wesley Professional. This book was released on 1996 with total page 1294 pages. Available in PDF, EPUB and Kindle. Book excerpt: On computer graphics

Book Foundations of 3D Graphics Programming

Download or read book Foundations of 3D Graphics Programming written by Jim X. Chen and published by Springer Science & Business Media. This book was released on 2008-12-10 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL, which has been bound in C, is a seasoned graphics library for scientists and engineers. As we know, Java is a rapidly growing language becoming the de facto standard of Computer Science learning and application development platform as many undergraduate computer science programs are adopting Java in place of C/C++. Released by Sun Microsystems in June 2003, the recent OpenGL binding with Java, JOGL, provides students, scientists, and engineers a new venue of graphics learning, research, and applications. Overview This book aims to be a shortcut to graphics theory and programming in JOGL. Specifically, it covers OpenGL programming in Java, using JOGL, along with concise computer graphics theories. It covers all graphics basics and several advanced topics without including some implementation details that are not necessary in graphics applications. It also covers some basic concepts in Java programming for C/C++ programmers. It is designed as a textbook for students who know programming basics already. It is an excellent shortcut to learn 3D graphics for scientists and engineers who understand Java programming. It is also a good reference for C/C++ graphics vi Preface programmers to learn Java and JOGL. This book is a companion to Guide to Graphics Software Tools (Springer-Verlag, New York, ISBN 0-387-95049-4), which covers a smaller graphics area with similar examples in C but has a comprehensive list of graphics software tools. Organization and Features This book concisely introduces graphics theory and programming in Java with JOGL.

Book Mathematics for Computer Graphics Applications

Download or read book Mathematics for Computer Graphics Applications written by Michael E. Mortenson and published by Industrial Press Inc.. This book was released on 1999 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Mathematics for Computer Graphics Applications is written for several audiences: for college students majoring in computer science, engineering, or applied mathematics and science, whose special interests are in computer graphics, CAD/CAM, geometric modeling, visualization, or related subjects; for industry and government on-the-job training of employees whose skills can be profitably expanded into these areas; and for the professional working in these fields in need of a comprehensive reference and skills refresher."--BOOK JACKET.

Book Computer Graphics Through OpenGL

Download or read book Computer Graphics Through OpenGL written by Sumanta Guha and published by CRC Press. This book was released on 2018-12-19 with total page 732 pages. Available in PDF, EPUB and Kindle. Book excerpt: COMPREHENSIVE COVERAGE OF SHADERS AND THE PROGRAMMABLE PIPELINE From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies. The undergraduate core of the book takes the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL®. The remaining chapters explore more advanced topics, including the structure of curves and surfaces, applications of projective spaces and transformations and the implementation of graphics pipelines. This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well. Features • Covers the foundations of 3D computer graphics, including animation, visual techniques and 3D modeling • Comprehensive coverage of OpenGL® 4.x, including the GLSL and vertex, fragment, tessellation and geometry shaders • Includes 180 programs with 270 experiments based on them • Contains 750 exercises, 110 worked examples, and 700 four-color illustrations • Requires no previous knowledge of computer graphics • Balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts

Book Computer Graphics for Java Programmers

Download or read book Computer Graphics for Java Programmers written by Leen Ammeraal and published by . This book was released on 1998-04-29 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Graphics for Java Programmers is a good place to start for those with a little experience of Java who wish to create and manipulate 2D and 3D graphical objects. Two-dimensional subjects discussed include logical coordinates, triangulation of polygons and both Bezier and B-spline curve fitting. There is also a chapter about transformations, culminating in a useful Java class for 3D rotations about an arbitrary axis. The perspective representation of 3D solid objects is discussed in detail, including efficient algorithms for hidden-face and hidden-line elimination. These and many other algorithms are accompanied by complete, ready-to-run Java programs which can be downloaded from the accompanying web site.

Book Non Photorealistic Computer Graphics

Download or read book Non Photorealistic Computer Graphics written by Thomas Strothotte and published by Morgan Kaufmann. This book was released on 2002-04-12 with total page 502 pages. Available in PDF, EPUB and Kindle. Book excerpt: Penning one of the first books to offer a systematic assessment of computer graphics, the authors provide detailed accounts of today's major non-photorealistic algorithms, along with the background information and implementation advice users need to put them to productive use.