Advanced Application Development with Object Graphics
Author : Research Systems, Inc
Publisher :
Page : 296 pages
File Size : 39,71 MB
Release : 1998
Category : IDL (Computer program language)
ISBN :
Author : Research Systems, Inc
Publisher :
Page : 296 pages
File Size : 39,71 MB
Release : 1998
Category : IDL (Computer program language)
ISBN :
Author : Jim X. Chen
Publisher : Springer Science & Business Media
Page : 409 pages
File Size : 23,45 MB
Release : 2008-12-10
Category : Computers
ISBN : 184800284X
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.
Author : Neos Thanh
Publisher : Neos Thanh
Page : 106 pages
File Size : 22,15 MB
Release :
Category : Computers
ISBN :
If you read the book "Java Programming Graphical User Interface (GUI)". So, this is the second book for you. You will know how to use Java Graphic in some Game development. What You Will Learn - The java.awt.Graphics Class: Graphics Context and Custom Painting - Custom Painting Template - Colors and Fonts - Custom Graphics Examples - Drawing Images - Animation - (Advanced) A Closer Look at repaint() - WT GUI Applications/Applets - Event-Handling - Inner Class - Named and Anonymous - Swing GUI Applications - Custom Graphics - Tic-Tac-Toe - A Graphics Advanced-OO Tic-Tac-Toe - Adding Sound Effect - Fast Matching of Winning Patterns with Bit-Masks (Advanced) - Playing Against Computer with AI (Advanced)
Author : Joseph Annuzzi (Jr.)
Publisher : Pearson Education
Page : 610 pages
File Size : 49,27 MB
Release : 2015
Category : Computers
ISBN : 0133892387
"This book--a renamed new edition of Android Wireless Application Development, Volume II--is the definitive guide to advanced commercial-grade Android development, updated for the latest Android SDK. The book serves as a reference for the Android API."--
Author : Alan Watt
Publisher : CRC Press
Page : 385 pages
File Size : 13,70 MB
Release : 2005-08-01
Category : Computers
ISBN : 1439865647
Written for game programmers and developers, this book covers GPU techniques and supporting applications that are commonly used in games and similar real-time 3D applications. The authors describe the design of programs and systems that can be used to implement games and other applications whose requirements are to render real-time animation sequen
Author : John A. Sokolowski
Publisher : John Wiley & Sons
Page : 453 pages
File Size : 12,29 MB
Release : 2010-07-13
Category : Mathematics
ISBN : 0470590610
An insightful presentation of the key concepts, paradigms, and applications of modeling and simulation Modeling and simulation has become an integral part of research and development across many fields of study, having evolved from a tool to a discipline in less than two decades. Modeling and Simulation Fundamentals offers a comprehensive and authoritative treatment of the topic and includes definitions, paradigms, and applications to equip readers with the skills needed to work successfully as developers and users of modeling and simulation. Featuring contributions written by leading experts in the field, the book's fluid presentation builds from topic to topic and provides the foundation and theoretical underpinnings of modeling and simulation. First, an introduction to the topic is presented, including related terminology, examples of model development, and various domains of modeling and simulation. Subsequent chapters develop the necessary mathematical background needed to understand modeling and simulation topics, model types, and the importance of visualization. In addition, Monte Carlo simulation, continuous simulation, and discrete event simulation are thoroughly discussed, all of which are significant to a complete understanding of modeling and simulation. The book also features chapters that outline sophisticated methodologies, verification and validation, and the importance of interoperability. A related FTP site features color representations of the book's numerous figures. Modeling and Simulation Fundamentals encompasses a comprehensive study of the discipline and is an excellent book for modeling and simulation courses at the upper-undergraduate and graduate levels. It is also a valuable reference for researchers and practitioners in the fields of computational statistics, engineering, and computer science who use statistical modeling techniques.
Author : Jack Xu
Publisher : UniCAD
Page : 445 pages
File Size : 45,17 MB
Release : 2021-06-11
Category : Computers
ISBN :
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.
Author : Ramakrishnan Mukundan
Publisher : Springer Science & Business Media
Page : 316 pages
File Size : 24,23 MB
Release : 2012-02-10
Category : Computers
ISBN : 1447123409
This book brings together several advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering. The book is designed for final-year undergraduate or first-year graduate students, who are already familiar with the basic concepts in computer graphics and programming. It aims to provide a good foundation of advanced methods such as skeletal animation, quaternions, mesh processing and collision detection. These and other methods covered in the book are fundamental to the development of algorithms used in commercial applications as well as research.
Author : S C Moon
Publisher : World Scientific
Page : 470 pages
File Size : 41,74 MB
Release : 1993-03-18
Category :
ISBN : 9814603767
This proceedings volume contains 52 technical research papers on multidatabases, distributed DB, multimedia DB, object-oriented DB, real-time DB, temporal DB, deductive DB, and intelligent user interface. Some industrial papers are also included.
Author : Jack Xu
Publisher : UniCAD
Page : 470 pages
File Size : 43,52 MB
Release : 2022-01-19
Category : Computers
ISBN :
wgpu is the next-generation graphics API and future standard in Rust for both native devices and the web, aiming to provide modern 3D graphics and computation capabilities using GPU acceleration. This book provides all the tools you need to create advanced 3D graphics and GPU computing in Rust using this new wgpu API. First, this book will take you through the development environment for building wgpu applications in Rust, and then introduce Rust and wgpu basics, shader programs, GPU buffers, and rendering pipelines. Next, you will learn how to create primitives and simple objects in wgpu. As you progress through the chapters, you will get to grips with advanced wgpu topics, including 3D transformations, lighting calculations, colormaps, and textures. At the same time, you will learn how to create advanced 3D wgpu objects, including various 3D wireframes, 3D shapes, and simple and parametric 3D surfaces with colormaps and textures, as well as beautiful 2D and 3D fractal images described by complex functions. In addition, you will explore new wgpu features such as the compute shader and storage buffers, and use them to simulate large particle systems. By the end of this book, you will have the solid skills you need to build your own GPU-accelerated graphics and computing applications on both native devices and the web in Rust with the wgpu API. This book includes: - Development environment and tools for building wgpu apps in Rust. - Rust and wgpu basics, WGSL shaders, and rendering pipeline. - Primitives and simple shapes in wgpu. - 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. - 3D shapes, wireframes, surfaces, and 3D charts. - 2D and 3D fractal images created in the fragment shader. - Compute shaders, storage buffers, and large particle system simulation.