Exploration of Computer Graphics
معرفی کتاب «Exploration of Computer Graphics» نوشتهٔ Adele Kuzmiakova، منتشرشده توسط نشر Arcler Press در سال 2022. این کتاب در 4 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است.
"The book ""Exploration of Computer Graphics"" walks students through the process of creating their own interactive graphics application. The text demonstrates step-by-step how to apply computer graphics concepts and theory to real-world practical applications. Each chapter focuses on a different component of computer graphics, such as 3D modelling and lighting. This book delivers extensive knowledge since it follows the straight and narrow path through what is essential for understanding how images are displayed on screens using the complementary approaches of ray tracing and rasterization. Ray tracing is the simplest method for producing images of 3D situations, and it is addressed first, followed by the mathematical machinery required for the graphics pipeline, and lastly, the channel itself. This handbook teaches students how to handle 3D geometric transformations, texturing, complicated lighting effects, and other topics. This hands-on technique encourages students to sketch the elements and effects required to make a visually appealing application, such as computer games or software. This book is suitable for the readers from diverse backgrounds. Teachers, students, graphic designers, and software houses cxan benefit from the comntents of this book." Cover Title Page Copyright ABOUT THE EDITOR TABLE OF CONTENTS List of Figures List of Abbreviations Preface Chapter 1 Introduction to Computer Graphics 1.1. Introduction 1.2. Graphics Areas 1.3. Major Applications 1.4. Graphics APIS 1.5. Graphics Pipeline 1.6. Numerical Issues 1.7. Efficiency 1.8. Designing and Coding Graphics Programs 1.9. Painting and Drawing 1.10. Components of Three-Dimensional Graphics References Chapter 2 Two-Dimensional Computer Graphics 2.1. Introduction 2.2. Pixels, Coordinates, and Colors 2.3. Shapes 2.4. Transforms 2.5. Hierarchical Modeling 2.6. Java Graphics2d References Chapter 3 Two-Dimensional Graphics Test Bed 3.1. Introduction 3.2. Details of the Test Bed 3.3. Animation 3.4. Interaction 3.5. Application of the Test Bed References Chapter 4 Lights and Materials for Computer Graphics 4.1. Introduction 4.2. Introduction to Lighting 4.3. Light and Material in Opengl 1.1 4.4. Image Textures 4.5. Lights, Camera, Action References Chapter 5 Introduction to 3D Computer Graphics 5.1. Introduction 5.2. Transformations in 3D 5.3. Lighting and Material 5.4. Textures References Chapter 6 Raster Images 6.1. Introduction 6.2. Raster Devices 6.3. Pixels, Images, and Geometry 6.4. RGB Color 6.5. Alpha Compositing References Chapter 7 Data Structures for Graphics 7.1. Introduction 7.2. Triangle Meshes 7.3. Scene Graphs 7.4. Spatial Data Structures 7.5. BSP Trees for Visibility References Chapter 8 Computer Animation 8.1. Introduction 8.2. Principles of Animation 8.3. Keyframing 8.4. Deformations 8.5. Character Animation References Index Back Cover
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