Book Description
Perspectives; Basic concepts; Graphics programming; Appendices; Index.
Author : Mitchell Waite
Publisher : Sams Technical Publishing
Page : 184 pages
File Size : 44,26 MB
Release : 1979-01-01
Category : Computer graphics
ISBN : 9780672216503
Perspectives; Basic concepts; Graphics programming; Appendices; Index.
Author : Fletcher Dunn
Publisher : CRC Press
Page : 848 pages
File Size : 29,17 MB
Release : 2011-11-02
Category : Computers
ISBN : 1568817231
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
Author : Gabriel Gambetta
Publisher : No Starch Press
Page : 250 pages
File Size : 21,81 MB
Release : 2021-05-13
Category : Computers
ISBN : 1718500769
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.
Author : David Fox
Publisher : BYTE Books
Page : 501 pages
File Size : 13,63 MB
Release : 1984
Category : Photography
ISBN : 9780070217423
Explains how computers are used in the production of animated films and discusses techniques for programming personal computers to create graphics and animation
Author : Hans de Ruiter
Publisher :
Page : 56 pages
File Size : 22,34 MB
Release : 2019-02-18
Category :
ISBN : 9781794529458
There are plenty of tutorials out there that teach how to program graphics cards to generate imagery. However, simply following tutorials alone will only get you so far. Understanding how a Graphics Processing Unit (GPU) works and the theory they're built on will make you a more effective graphics programmer. Think about it for a moment, if you understood how a machine works, what it can do and why, would you be better at using that machine? Absolutely! This e-book will give you this extra knowledge. Once you understand how the GPU works you'll be able to think creatively instead of blindly following tutorials. You'll think of better ways to achieve the results you want, and possibly even come up with new techniques. What's Inside The ebook doesn't try to cover everything in full detail. Instead, it covers the core fundamentals you need to get started: How the overall graphics pipeline works What shaders are, and how they're used The various types of data buffers (vertices, textures, etc.) How 3D objects and cameras are positioned in 3D space using matrix algebra Basic 3D lighting - the Phong lighting model Performance tips A cheat-sheet for common tasks using OpenGL ES 3, SDL2, and GLM A list of useful resources Also Included This e-book comes with a companion "Getting Started with OpenGL ES 3+ Programming" tutorial series. The tutorials cover the practical "how-to" side; taking you from zero to rendering a basic 3D scene with lighting. About the Author Hans de Ruiter is a software engineer with a background in computer vision and graphics. As a child/teenager he taught himself programming, constructed electronic circuits from kitsets, and also had a keen interest both science and in building things himself. He persued these interests further at university, going all the way through to a Ph.D. (at the University of Toronto). He's written both graphics software and graphics drivers, giving him a broad understanding of how modern graphics cards work.
Author : Ronald Goldman
Publisher : CRC Press
Page : 592 pages
File Size : 37,22 MB
Release : 2009-07-14
Category : Computers
ISBN : 1439803358
Taking a novel, more appealing approach than current texts, An Integrated Introduction to Computer Graphics and Geometric Modeling focuses on graphics, modeling, and mathematical methods, including ray tracing, polygon shading, radiosity, fractals, freeform curves and surfaces, vector methods, and transformation techniques. The author begins with f
Author : Mike Bailey
Publisher : CRC Press
Page : 516 pages
File Size : 48,29 MB
Release : 2016-04-19
Category : Computers
ISBN : 1439867755
Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The sec
Author : Edward Angel
Publisher : Addison Wesley
Page : 680 pages
File Size : 21,59 MB
Release : 2000
Category : Computers
ISBN :
Graphics systems and models. Graphics programming. Input and interaction. Geometric objects and transformations. Viewing, shading. Implementation of a renderer. Hierarchical and object-oriented graphics ...
Author : Eric J. Stollnitz
Publisher : Morgan Kaufmann
Page : 292 pages
File Size : 23,83 MB
Release : 1996
Category : Computers
ISBN : 9781558603752
This introduction to wavelets provides computer graphics professionals and researchers with the mathematical foundations for understanding and applying this powerful tool.
Author : David Eberly
Publisher : CRC Press
Page : 1008 pages
File Size : 20,47 MB
Release : 2006-11-03
Category : Art
ISBN : 1482267306
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.