Download or read book WebGPU Marching Cubes written by Jack Xu and published by UniCAD. This book was released on 101-01-01 with total page 117 pages. Available in PDF, EPUB and Kindle. Book excerpt: WebGPU Marching Cubes – A Practical Guide to Creating Implicit 3D Surfaces and Metaballs using WebGPU and Compute Shaders Welcome to the future of web graphics development! WebGPU Marching Cubes is an immersive eBook that takes a practical approach to learning WebGPU, the next-generation graphics API currently under development by the W3C GPU for the Web Community Group. This comprehensive resource equips you with the tools you need to make your web projects visually stunning, whether you're a seasoned developer or just starting out. Inside, you'll unlock the secrets to creating implicit 3D surfaces and mesmerizing metaballs on the web, all using the power of the new WebGPU graphics API. We've simplified the learning process by breaking down WebGPU concepts, ensuring that even beginners with minimal experience can grasp the fundamentals of advanced graphics development. Inside this book, you'll explore: - How to use the marching cubes algorithm to create intricate 3D surfaces - How to harness the power of compute shaders to enhance your 3D graphics in web applications - A complete guide to implicit 3D surface generation in WebGPU, with comprehensive sample code listings - Hands-on learning opportunities with example programs that allow you to explore the 3D graphics techniques explained in the book WebGPU Marching Cubes is your gateway to unlocking the full potential of WebGPU and bringing breathtaking 3D graphics to your web applications. Whether you aspire to create immersive game environments, interactive data visualizations, or stunning web designs, this book will set you on the path to success. Join the ranks of forward-thinking web developers who are embracing the future of graphics with WebGPU. Get your copy today and embark on a journey that will elevate your web development skills to new heights. Your audience will thank you for the visually stunning experiences you'll create.
Download or read book WebGPU by Examples Learn and Explore Next Generation Web Graphics and Compute API written by Jack Xu and published by UniCAD. This book was released on 2023-05-10 with total page 522 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are you ready to take your web graphics to the next level? Look no further than "WebGPU by Examples". This comprehensive guide equips you with all the tools you need to create stunning 3D graphics in your web applications with the help of GPU acceleration. With this book, you will discover how to design an array of 3D graphics, from basic shapes like cubes, spheres, cylinders, and tori to intricate 3D graphics like wireframes, simple and parametric surfaces, supershapes, implicit surfaces, procedural terrains, volcanoes, Minecraft, voxel terrains, text rendering, and complex function visualization, as well as particle systems made using compute shaders. The author has simplified the learning process by breaking down the concepts of WebGPU, the cutting-edge graphics API for the Web, so even those with minimal experience can grasp the fundamentals of advanced graphics development. This book includes: - Introduce a starter template for graphics programming with WebGPU. - Create basic 3D shapes like cube, sphere, cylinder, torus, etc. - Design intricate 3D surface graphics such as wireframes, simple and parametric 3D surfaces, and procedural terrains. - Simulate light and shadow using different models, including point, directional, and spot light. - Implement physical-based rendering lighting methods to create realistic graphics. - Apply colormap and texture techniques to 3D surfaces. - Generate 3D surfaces and super shapes using compute shaders for improving performance. - Construct marching cubes for generating 3D implicit surfaces, metaballs, and voxel terrains. - Visualize complex functions using 3D plots and domain coloring. - Create particle systems for 3D graphics applications. Whether you are a beginner or an experienced developer, this book is the ideal resource to help you design a wide range of graphics applications in WebGPU. So, are you ready to explore next-generation web graphics and compute API? Start your journey with "WebGPU by Examples" today!
Download or read book WebGPU Voxel Terrains written by Jack Xu and published by UniCAD. This book was released on 101-01-01 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: WebGPU Voxel Terrains: Create Volumetric Landscapes Using Compute Shaders Learn how to create stunning voxel terrains for your web applications with this concise guide. This book covers the entire process of voxel terrain creation, from the basics of marching cubes to advanced techniques like crafting voxel volcanoes. With practical code examples, you'll have hands-on guidance throughout. Explore real-time voxel terrain creation with WebGPU and compute shaders. By reading and practicing with the included examples, you'll gain a deep understanding and the ability to implement these techniques in your own projects. Discover practical projects to solidify your skills in voxel terrain generation. This book is suitable for web developers, game developers, and anyone interested in procedural voxel terrain creation.
Download or read book Practical WebGPU Graphics written by Jack Xu and published by UniCAD. This book was released on 2021-06-11 with total page 445 pages. Available in PDF, EPUB and Kindle. Book excerpt: WebGPU is the next-generation graphics API and future web standard for graphics and compute, aiming to provide modern 3D graphics and computation capabilities with the GPU acceleration. This book provides all the tools you need to help you create advanced 3D graphics and GPU computing on the web with this new WebGPU API. The book starts by taking you through the WebPack-TypeScript template for building the WebGPU apps and then shows you the WebGPU basics, shader program, GPU buffer, and rendering pipeline. Next, you will learn how to create primitives and simple objects in WebGPU. As you progress through the chapters, you will get to grips with advanced WebGPU topics, including 3D transformation, lighting calculation, colormaps, and textures. At the same time, you will learn how to create advanced 3D WebGPU objects, including various 3D wireframes, 3D shapes, simple and parametric 3D surfaces with colormaps and textures, as well as 3D surface plots and fractal graphics described by complex functions. In addition, you will explore new WebGPU features, such as compute shader and storage buffer, and how to use them to simulate large particle systems. By the end of this book, you will have the skill you need to build your own GPU-accelerated graphics and computing on the web with the WebGPU API. The book includes: - Template based on WebPack and TypeScript for developing WebGPU apps. - WebGPU basics, GLSL and WGSL shaders, and rendering pipeline. - Create primitives and simple shapes in WebGPU. - 3D transformations, model, viewing, projection, and various coordinate systems. - GPU buffers, uniform buffer objects, animation, and camera controls. - Normal vectors, lighting model, ambient, diffuse, and specular light calculations. - UV coordinates, texture mapping.- Color model, colormaps, and color interpolation. - Create 3D shapes, wireframes, surfaces, and 3D charts. - Create 3D plots and fractal graphics using complex functions. - Compute shaders, storage buffers, and large particle system simulation.
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
Download or read book Texturing Modeling written by David S. Ebert and published by Morgan Kaufmann. This book was released on 2003 with total page 714 pages. Available in PDF, EPUB and Kindle. Book excerpt: The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual universes. In addition, the familiar authoritative chapters on which readers have come to rely contain all-new material covering L-systems, particle systems, scene graphs, spot geometry, bump mapping, cloud modeling, and noise improvements. There are many new spectacular color images to enjoy, especially in this edition's full-color format. As in the previous editions, the authors, who are the creators of the methods they discuss, provide extensive, practical explanations of widely accepted techniques as well as insights into designing new ones. New to the third edition are chapters by two well-known contributors: Bill Mark of NVIDIA and John Hart of the University of Illinois at Urbana-Champaign on state-of-the-art topics not covered in former editions. An accompanying Web site (www.texturingandmodeling.com) contains all of the book's sample code in C code segments (all updated to the ANSI C Standard) or in RenderMan shading language, plus files of many magnificent full-color illustrations. No other book on the market contains the breadth of theoretical and practical information necessary for applying procedural methods. More than ever, Texturing & Modeling remains the chosen resource for professionals and advanced students in computer graphics and animation. *New chapters on: procedural real-time shading by Bill Mark, procedural geometric instancing and real-time solid texturing by John Hart, hardware acceleration strategies by David Ebert, cellular texturing by Steven Worley, and procedural planets and virtual universes by Ken Musgrave. *New material on Perlin Noise by Ken Perlin. *Printed in full color throughout. *Companion Web site contains revised sample code and dozens of images.
Download or read book The Ray Tracer Challenge written by Jamis Buck and published by . This book was released on 2019 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Brace yourself for a fun challenge: build a photorealistic 3D renderer from scratch! In just a couple of weeks, build a ray tracer that renders beautiful scenes with shadows, reflections, refraction effects, and subjects composed of various graphics primitives: spheres, cubes, cylinders, triangles, and more. With each chapter, implement another piece of the puzzle and move the renderer forward. Use whichever language and environment you prefer, and do it entirely test-first, so you know it's correct.
Download or read book Introduction to Implicit Surfaces written by Jules Bloomenthal and published by Morgan Kaufmann. This book was released on 1997-08 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: Implicit surfaces offer special effects animators, graphic designers, CAD engineers, graphics students, and hobbyists a new range of capabilities for the modeling of complex geometric objects. In contrast to traditional parametric surfaces, implicit surfaces can easily describe smooth, intricate, and articulatable shapes. These powerful yet easily understood surfaces are finding use in a growing number of graphics applications. This comprehensive introduction develops the fundamental concepts and techniques of implicit surface modeling, rendering, and animating in terms accessible to anyone with a basic background in computer graphics. + provides a thorough overview of implicit surfaces with a focus on their applications in graphics + explains the best methods for designing, representing, and visualizing implicit surfaces + surveys the latest research With contributions from seven graphics authorities, this innovative guide establishes implicit surfaces as a powerful and practical tool for animation and rendering.
Download or read book Mathematics for Computer Graphics written by John Vince and published by Springer Science & Business Media. This book was released on 2005-11-09 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a concise and informal introductory book on the mathematical concepts that underpin computer graphics. The author, John Vince, makes the concepts easy to understand, enabling non-experts to come to terms with computer animation work. The book complements the author's other works and is written in the same accessible and easy-to-read style. It is also a useful reference book for programmers working in the field of computer graphics, virtual reality, computer animation, as well as students on digital media courses, and even mathematics courses.
Download or read book Developing Graphics Frameworks with Python and OpenGL written by Lee Stemkoski and published by CRC Press. This book was released on 2021-07-07 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Developing Graphics Frameworks with Python and OpenGL shows you how to create software for rendering complete three-dimensional scenes. The authors explain the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds. You will learn how to combine the power of OpenGL, the most widely adopted cross-platform API for GPU programming, with the accessibility and versatility of the Python programming language. Topics you will explore include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting your scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework you will develop throughout this book, with the foundational knowledge you will gain, you will be able to adapt and extend the framework to achieve even more spectacular graphical results.
Download or read book The Nature of Code written by Daniel Shiffman and published by No Starch Press. This book was released on 2024-09-03 with total page 642 pages. Available in PDF, EPUB and Kindle. Book excerpt: All aboard The Coding Train! This beginner-friendly creative coding tutorial is designed to grow your skills in a fun, hands-on way as you build simulations of real-world phenomena with “The Coding Train” YouTube star Daniel Shiffman. What if you could re-create the awe-inspiring flocking patterns of birds or the hypnotic dance of fireflies—with code? For over a decade, The Nature of Code has empowered countless readers to do just that, bridging the gap between creative expression and programming. This innovative guide by Daniel Shiffman, creator of the beloved Coding Train, welcomes budding and seasoned programmers alike into a world where code meets playful creativity. This JavaScript-based edition of Shiffman’s groundbreaking work gently unfolds the mysteries of the natural world, turning complex topics like genetic algorithms, physics-based simulations, and neural networks into accessible and visually stunning creations. Embark on this extraordinary adventure with projects involving: A physics engine: Simulate the push and pull of gravitational attraction. Flocking birds: Choreograph the mesmerizing dance of a flock. Branching trees: Grow lifelike and organic tree structures. Neural networks: Craft intelligent systems that learn and adapt. Cellular automata: Uncover the magic of self-organizing patterns. Evolutionary algorithms: Play witness to natural selection in your code. Shiffman’s work has transformed thousands of curious minds into creators, breaking down barriers between science, art, and technology, and inviting readers to see code not just as a tool for tasks but as a canvas for boundless creativity. Whether you’re deciphering the elegant patterns of natural phenomena or crafting your own digital ecosystems, Shiffman’s guidance is sure to inform and inspire. The Nature of Code is not just about coding; it’s about looking at the natural world in a new way and letting its wonders inspire your next creation. Dive in and discover the joy of turning code into art—all while mastering coding fundamentals along the way. NOTE: All examples are written with p5.js, a JavaScript library for creative coding, and are available on the book's website.
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.
Download or read book Doing Math with Python written by Amit Saha and published by No Starch Press. This book was released on 2015-08-01 with total page 265 pages. Available in PDF, EPUB and Kindle. Book excerpt: Doing Math with Python shows you how to use Python to delve into high school–level math topics like statistics, geometry, probability, and calculus. You’ll start with simple projects, like a factoring program and a quadratic-equation solver, and then create more complex projects once you’ve gotten the hang of things. Along the way, you’ll discover new ways to explore math and gain valuable programming skills that you’ll use throughout your study of math and computer science. Learn how to: –Describe your data with statistics, and visualize it with line graphs, bar charts, and scatter plots –Explore set theory and probability with programs for coin flips, dicing, and other games of chance –Solve algebra problems using Python’s symbolic math functions –Draw geometric shapes and explore fractals like the Barnsley fern, the Sierpinski triangle, and the Mandelbrot set –Write programs to find derivatives and integrate functions Creative coding challenges and applied examples help you see how you can put your new math and coding skills into practice. You’ll write an inequality solver, plot gravity’s effect on how far a bullet will travel, shuffle a deck of cards, estimate the area of a circle by throwing 100,000 "darts" at a board, explore the relationship between the Fibonacci sequence and the golden ratio, and more. Whether you’re interested in math but have yet to dip into programming or you’re a teacher looking to bring programming into the classroom, you’ll find that Python makes programming easy and practical. Let Python handle the grunt work while you focus on the math. Uses Python 3
Download or read book Fluid Simulation for Computer Graphics written by Robert Bridson and published by CRC Press. This book was released on 2015-09-18 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: A practical introduction, the second edition of Fluid Simulation for Computer Graphics shows you how to animate fully three-dimensional incompressible flow. It covers all the aspects of fluid simulation, from the mathematics and algorithms to implementation, while making revisions and updates to reflect changes in the field since the first edition. Highlights of the Second Edition New chapters on level sets and vortex methods Emphasizes hybrid particle–voxel methods, now the industry standard approach Covers the latest algorithms and techniques, including: fluid surface reconstruction from particles; accurate, viscous free surfaces for buckling, coiling, and rotating liquids; and enhanced turbulence for smoke animation Adds new discussions on meshing, particles, and vortex methods The book changes the order of topics as they appeared in the first edition to make more sense when reading the first time through. It also contains several updates by distilling author Robert Bridson’s experience in the visual effects industry to highlight the most important points in fluid simulation. It gives you an understanding of how the components of fluid simulation work as well as the tools for creating your own animations.
Download or read book Parallel and High Performance Computing written by Robert Robey and published by Simon and Schuster. This book was released on 2021-08-24 with total page 702 pages. Available in PDF, EPUB and Kindle. Book excerpt: Parallel and High Performance Computing offers techniques guaranteed to boost your code’s effectiveness. Summary Complex calculations, like training deep learning models or running large-scale simulations, can take an extremely long time. Efficient parallel programming can save hours—or even days—of computing time. Parallel and High Performance Computing shows you how to deliver faster run-times, greater scalability, and increased energy efficiency to your programs by mastering parallel techniques for multicore processor and GPU hardware. About the technology Write fast, powerful, energy efficient programs that scale to tackle huge volumes of data. Using parallel programming, your code spreads data processing tasks across multiple CPUs for radically better performance. With a little help, you can create software that maximizes both speed and efficiency. About the book Parallel and High Performance Computing offers techniques guaranteed to boost your code’s effectiveness. You’ll learn to evaluate hardware architectures and work with industry standard tools such as OpenMP and MPI. You’ll master the data structures and algorithms best suited for high performance computing and learn techniques that save energy on handheld devices. You’ll even run a massive tsunami simulation across a bank of GPUs. What's inside Planning a new parallel project Understanding differences in CPU and GPU architecture Addressing underperforming kernels and loops Managing applications with batch scheduling About the reader For experienced programmers proficient with a high-performance computing language like C, C++, or Fortran. About the author Robert Robey works at Los Alamos National Laboratory and has been active in the field of parallel computing for over 30 years. Yuliana Zamora is currently a PhD student and Siebel Scholar at the University of Chicago, and has lectured on programming modern hardware at numerous national conferences. Table of Contents PART 1 INTRODUCTION TO PARALLEL COMPUTING 1 Why parallel computing? 2 Planning for parallelization 3 Performance limits and profiling 4 Data design and performance models 5 Parallel algorithms and patterns PART 2 CPU: THE PARALLEL WORKHORSE 6 Vectorization: FLOPs for free 7 OpenMP that performs 8 MPI: The parallel backbone PART 3 GPUS: BUILT TO ACCELERATE 9 GPU architectures and concepts 10 GPU programming model 11 Directive-based GPU programming 12 GPU languages: Getting down to basics 13 GPU profiling and tools PART 4 HIGH PERFORMANCE COMPUTING ECOSYSTEMS 14 Affinity: Truce with the kernel 15 Batch schedulers: Bringing order to chaos 16 File operations for a parallel world 17 Tools and resources for better code
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
Download or read book Real Time Collision Detection written by Christer Ericson and published by CRC Press. This book was released on 2004-12-22 with total page 634 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virt