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The PC Graphics Handbook

The PC Graphics Handbook
Author: Julio Sanchez
Publisher: CRC Press
Total Pages: 1045
Release: 2003-02-26
Genre: Computers
ISBN: 0203010531

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The PC Graphics Handbook serves advanced C++ programmers dealing with the specifics of PC graphics hardware and software. Discussions address: 2D and 3D graphics programming for Windows and DOS Device-independent graphics Mathematics for computer graphics Graphics algorithms and procedural oper


Computer Graphics from Scratch

Computer Graphics from Scratch
Author: Gabriel Gambetta
Publisher: No Starch Press
Total Pages: 250
Release: 2021-05-13
Genre: Computers
ISBN: 1718500769

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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.


Windows Graphics Programming

Windows Graphics Programming
Author: Feng Yuan
Publisher: Prentice Hall Professional
Total Pages: 1283
Release: 2001
Genre: Computers
ISBN: 0130869856

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Currently, there aren't any good books on Windows graphics programming. Programmers looking for help are left to muddle their way through online documentation and API books that don't focus on this topic. This book paves new ground, covering actual graphics implementation, hidden restrictions, and performance issues programmers need to know about.


Michael Abrash's Graphics Programming Black Book

Michael Abrash's Graphics Programming Black Book
Author: Michael Abrash
Publisher: Coriolis Group Books
Total Pages: 0
Release: 1997
Genre: Computer graphics
ISBN: 9781576101742

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No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.


Foundations of 3D Computer Graphics

Foundations of 3D Computer Graphics
Author: Steven J. Gortler
Publisher: MIT Press
Total Pages: 291
Release: 2012-07-13
Genre: Computers
ISBN: 0262017350

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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.


The Art and Science of Digital Compositing

The Art and Science of Digital Compositing
Author: Ron Brinkmann
Publisher: Morgan Kaufmann
Total Pages: 428
Release: 1999-06-02
Genre: Computers
ISBN: 9780121339609

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The digital compositing process is being applied in many diverse fields from Hollywood to corporate projects. Featuring over 30 pages of color, this tutorial/reference.provides a complete overview of the technical and artistic skills necessary to undertake a digital composition project. The CD-ROM contains composition examples, illustrations, and development software.


Advanced Methods in Computer Graphics

Advanced Methods in Computer Graphics
Author: Ramakrishnan Mukundan
Publisher: Springer Science & Business Media
Total Pages: 319
Release: 2012-02-15
Genre: Computers
ISBN: 1447123395

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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.


Point-Based Graphics

Point-Based Graphics
Author: Markus Gross
Publisher: Elsevier
Total Pages: 553
Release: 2011-05-04
Genre: Computers
ISBN: 0080548822

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The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it’s on to the methods themselves. Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. You’ll learn to apply these techniques, and you’ll also learn how to create your own. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms. The first book on a major development in computer graphics by the pioneers in the field Shows how 3D images can be manipulated as easily as 2D images are with Photoshop


Fundamentals of Computer Graphics

Fundamentals of Computer Graphics
Author: Peter Shirley
Publisher: CRC Press
Total Pages: 784
Release: 2009-07-21
Genre: Computers
ISBN: 1439865523

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With contributions by Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, Brian Wyvill. The third edition of this widely adopted text gives students a comprehensive, fundamental introduction to computer graphics. The authors present the mathematical fo


Computer Graphics Programming in OpenGL with C++

Computer Graphics Programming in OpenGL with C++
Author: V. Scott Gordon
Publisher: Mercury Learning and Information
Total Pages: 641
Release: 2020-12-09
Genre: Computers
ISBN: 1683926706

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This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL with C++, along with its theoretical foundations. It is appropriate both for computer science graphics courses and for professionals interested in mastering 3D graphics skills. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. Every shader stage is explored, from the basics of modeling, textures, lighting, shadows, etc., through advanced techniques such as tessellation, normal mapping, noise maps, as well as new chapters on simulating water, stereoscopy, and ray tracing. FEATURES: Covers modern OpenGL 4.0+ shader programming in C++, with instructions for both PC/Windows and Macintosh Adds new chapters on simulating water, stereoscopy, and ray tracing Includes companion files with code, object models, figures, and more (also available for downloading by writing to the publisher) Illustrates every technique with running code examples. Everything needed to install the libraries, and complete source code for each example Includes step-by-step instruction for using each GLSL programmable pipeline stage (vertex, tessellation, geometry, and fragment) Explores practical examples for modeling, lighting, and shadows (including soft shadows), terrain, water, and 3D materials such as wood and marble Explains how to optimize code for tools such as Nvidia’s Nsight debugger. The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].