The Essence of Computer Graphics

The Essence of Computer Graphics

Author: Peter Cooley

Publisher: Pearson Education

Published: 2000

Total Pages: 212

ISBN-13: 9780130162830

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The Essence of Computer Graphics is an accessible introduction to fundamental topics in 2D and 3D computer graphics starting with a natural progression from plane curves, via space curves, to curved surfaces. Two dimensional data structures are put into the context of Graph Theory to provide the necessary terminology, while the visualization of 3D concepts are carefully considered. The advanced topics are comprehensible without advanced mathematics.


Computer Graphics

Computer Graphics

Author: Nobuhiko Mukai

Publisher: BoD – Books on Demand

Published: 2012-03-30

Total Pages: 270

ISBN-13: 9535104551

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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.


Computer Graphics — Computer Art

Computer Graphics — Computer Art

Author: Herbert W. Franke

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 188

ISBN-13: 3642702597

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Ten years have passed since the first edition of this book, a time sary to stress that the availability of colors further assists artistic span during which all activities connected with computers have ambitions. experienced an enormous upswing, due in particular to the ad The dynamics of display which can be achieved on the screen is vances in the field of semiconductor electronics which facilitated also of significance for the visual arts. It is a necessary condition microminiaturization. With the circuit elements becoming small for some technical applications, for example when simulating er and smaller, i. e. the transition to integrated circuits, the price dynamic processes. Although the graphics systems operating in real time were not designed for artistic purposes, they nonethe of hardware was reduced to an amazingly low level: this has de less open the most exciting aspects to the visual arts. While the finitely been an impulse of great importance to the expansion of computer technology, as well as to areas far removed from tech static computer picture was still a realization in line with the nology.


Moving Innovation

Moving Innovation

Author: Tom Sito

Publisher: MIT Press

Published: 2015-08-21

Total Pages: 373

ISBN-13: 0262528401

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A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.


Introduction to Computer Graphics with OpenGL ES

Introduction to Computer Graphics with OpenGL ES

Author: JungHyun Han

Publisher: CRC Press

Published: 2018-05-23

Total Pages: 296

ISBN-13: 0429811195

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OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han’s Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han’s depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance. Key Features: Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbed Includes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text.


Computer Graphics, Multimedia and Animation, Second Edition

Computer Graphics, Multimedia and Animation, Second Edition

Author: Malay K. Pakhira

Publisher: PHI Learning Pvt. Ltd.

Published: 2010-05-24

Total Pages: 412

ISBN-13: 8120341279

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This book, now in its second edition, will help students build sound concepts which underlie the three distinct but related topics of Computer Graphics, Multimedia and Animation. These topics are of utmost importance because of their enormous applications in the fields of graphical user interfaces, multimedia and animation software development. The treatment of the text is methodical and systematic, and it covers the basic principles for the use, design and implementation of computer graphics systems with a perfect balance in the presentation of theoretical and practical aspects. The second edition introduces the basics of fractal geometry and includes a companion CD containing a number of C programs to demonstrate the implementation of different algorithms of computer graphics. Some of the outstanding features of the book are : Algorithmic Presentation : Almost all the processes, generally used in computer graphics, are described along with easy-to-read algorithms. These help students master basic concepts and develop their own software skills. Clear Illustrations : Descriptions of different devices and processes are illustrated with more than 250 neatly drawn figures. Solved Problems : Numerous solved problems and chapter-end exercises help students grasp finer details of theory. Advanced Topics : Chapter 6 includes schematics and algorithms to develop a display file based graphical system. Chapter 16 includes organizations of different types of commonly used graphic and image files. Knowledge of image file formats helps the developers in reading, manipulating and representing images according to their needs. This text is primarily designed to meet the curriculum needs of courses in Computer Graphics and Multimedia for students pursuing studies in Computer Science and Engineering, Information Technology and Computer Applications.


The Computer Image

The Computer Image

Author: Alan H. Watt

Publisher: Addison Wesley

Published: 1998

Total Pages: 826

ISBN-13:

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The Computer Image is a unique book and CD-ROM package which provides a comprehensive overview of three converging areas of the computer image - computer graphics, image processing and computer vision.


Simulating Humans

Simulating Humans

Author: Norman I. Badler

Publisher: Oxford University Press, USA

Published: 1993-09-02

Total Pages: 287

ISBN-13: 0195073592

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The area of simulated human figures is an active research area in computer graphics, and Norman Badler's group at the University of Pennsylvania is one of the leaders in the field. This book summarizes the state of the art in simulating human figures, discusses many of the interesting application areas, and makes some assumptions and predictions about where the field is going.


3D Computer Graphics

3D Computer Graphics

Author: Samuel R. Buss

Publisher: Cambridge University Press

Published: 2003-05-19

Total Pages: 397

ISBN-13: 1139440381

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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.