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Guide to Graphics Software Tools (Springer Professional Computing)

معرفی کتاب «Guide to Graphics Software Tools (Springer Professional Computing)» نوشتهٔ Jim X. Chen (auth.)، منتشرشده توسط نشر Springer New York : Imprint: Springer در سال 2003. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است. «Guide to Graphics Software Tools (Springer Professional Computing)» در دستهٔ بدون دسته‌بندی قرار دارد.

Current graphics software and hardware combine to allow multiple-level functionality and open up new application areas for scientists of all disciplines, and for computer scientists and engineers in particular. This integrated guide explains and lists readily available and widely used graphics software tools and their applications, while also serving as a shortcut to graphics theory and programming. It grounds readers in fundamental concepts and helps them use visualization, modeling, simulation, and virtual reality to complement and improve their work. Features: * Comprehensive and practical coverage of software graphics tools * Provides a uniquely categorized compendium of 265 3-D graphics software tools * Concise listings of platforms and pricing, applications, examples, functions, and related Web resources * Shortcut to practical graphics principles and methods * Includes a CD-ROM with extensive collection of source code and executables * Extensive pointers to websites and other proven helpful sources * Combines theory and OpenGL programming with an accessible approach Readers will find the book an authoritative and useful catalogue of practical, working software tools and methods. About the author: Jim Chen is director of the Computer Graphics Laboratory at George Mason University and editor of the visualization column, and the Visualization Portal (website), for the IEEE magazine, Computing in Science and Engineering.

"A good, concise computer graphics textbook covering 3D concepts, essential fundamentals theory, and easy-to-follow OpenGL practical programming in Java."

Dr. Jack Bresenham, Retired IBM Senior Technical Staff Member

Increasingly in the realms of science and industry, computer graphics is an area of critical importance and utility. And within the graphics community, the demand for producing exceptional 3D graphics in particular is almost a given.

This thoroughly updated and enhanced second edition of Foundations of 3D Graphics Programming is an innovative shortcut to graphics theory and programming using JOGL, a new vehicle of 3D graphics programming in Java. This revised edition of the successful, reader-friendly text covers all graphics basics and several advanced topics, as well as some basic concepts in Java programming for those who currently are C/C++ programmers. Specifically, it provides all the core aspects of OpenGL programming in Java using JOGL, along with concisely presented computer graphics theories. In addition, it uses a top-down approach to lead the reader into programming and applications up-front. The content about theory provides a high-level understanding of all basic graphics, and of using JOGL instead of implementing a graphics system. Explanations are integrated with the sample programs, which are specifically designed for learning and accompanying this book.

Topics and Features:

• Presents 2 new chapters covering vertex shading, pixel shading and parallel processing, and Cg programming [NEW]

• Introduces a shortcut to 3D graphics theory, and serves as a concise guide to both theory and programming

• Contains additional new material, such as a look at advanced effects in Cg programming [NEW]

• Covers JOGL, a new vehicle of 3D graphics programming in Java, with extensive and complete examples

• Incorporates numerous practical examples and exercises

• Provides a new appendix for Basic Mathematics for 3D Graphics [NEW]

• Introduces and describes Java3D, a shortcut to high-level 3D graphics APIs in Java, with detailed example programs

• Provides readers with comprehensive samples in JOGL and Java3D

• Offers a supplementary website with updates, sample programs, figures, and useful weblinks and instructions for setting up the OpenGL programming environment

Written by a leader in 3D graphics, virtual experience, and statistical data visualization, this text/reference is a comprehensive, yet concise volume intended for scientists and engineers who understand Java programming. Moreover, it is a good reference for C/C++ graphics programmers interested in learning Java and JOGL. Accessible for an interdisciplinary readership, this book requires only basic knowledge of vector analysis and programming, and as such is highly suitable for classroom use.

Key Topics

• Geometric Transformation

• Lighting and Shading

• Blending and Texture Mapping

• Curved Models

• Programming in Java 3D

• Animation and Simulation

• Vertex Shading and Parallel Processing

• Cg Programming

"A good, concise computer graphics textbook covering 3D concepts, essential fundamentals theory, and easy-to-follow OpenGL practical programming in Java." Dr. Jack Bresenham, Retired IBM Senior Technical Staff Member Increasingly in the realms of science and industry, computer graphics is an area of critical importance and utility. And within the graphics community, the demand for producing exceptional 3D graphics in particular is almost a given. Foundations of 3D Graphics Programming is an innovative shortcut to graphics theory and programming using JOGL, a new vehicle of 3D graphics programming in Java. The book covers all graphics basics and several advanced topics, as well as some basic concepts in Java programming for those who currently are C/C++ programmers. Specifically, it provides all the core aspects of OpenGL programming in Java using JOGL, along with concisely presented computer graphics theories. In addition, it uses a top-down approach to lead the reader into programming and applications up-front. The content about theory provides a high-level understanding of all basic graphics, and of using JOGL instead of implementing a graphics system. Explanations are integrated with the sample programs, which are specifically designed for learning and accompanying this book. Topics and Features: • Presents a shortcut to 3D graphics theory, and serves as a concise guide to both theory and programming • Covers JOGL, a new vehicle of 3D graphics programming in Java • Incorporates numerous practical examples and exercises • Introduces and describes Java3D, a shortcut to high-level 3D graphics APIs in Java • Provides readers with comprehensive samples in JOGL and Java3D • Offers a supplementary website with updates, sample programs, figures, and useful weblinks and instructions for setting up the OpenGL programming environment Written by two leaders in 3D graphics, virtual experience, and statistical data visualization, this text/reference is a comprehensive, yet concise volume intended for scientists and engineers who understand Java programming. Moreover, it is a good reference for C/C++ graphics programmers interested in learning Java and JOGL. Accessible for an interdisciplinary readership, this book requires only basic knowledge of vector analysis and programming. 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. Many scientists in different disciplines realize the power of graphics, but are also bewildered by the complex implementations of a graphics system and numerous graphics tools. More often than not, they choose the wrong software tools and end up with unsatisfactory results. Hopefully, if we know how a graphics system works and what basic functions many graphics tools provide, we can understand and employ some graphics tools without spending much precious time on learning all the details that may not be applicable, and we can become graphics experts through such a shortcut. Overview This book aims to be a shortcut to graphics theory, programming, tools, and applications. It covers all graphics basics and several advanced topics without including some implementation details that are not necessary in graphics applications. It categorizes current graphics tools according to their applications and provides many weblinks to important resources on the Internet. The purpose is to provide an exhaustive list of graphics tools with their major applications and functions. The reference list may contain some inaccuracies, since new tools are constantly emerging VI Preface and old tools become obsolete. Through explaining and categorizing these graphics tools and their primary appUcations, we hope to provide learners and researchers with different means and appUcation areas in computer graphics, and help them understand and use visualization, modeling, animation, simulation, virtual reality, and many online resources. Today, graphics software tools open up new areas and form into different combinations of multiple functions. Learning graphics programming is time consuming, and the many new graphics tools might seem overwhelming. If we know how graphics work and what basic functions the graphics tools provide, we can understand and employ some of the tools without spending much precious time to learn all the details that may not be applicable. There are many books on graphics principles and practice already. However, there is no book available as a helpful entry point on widely used graphics software tools for specialists and nonspecialists alike. Today, many scientists in different disciplines realize the power of graphics, but are also bewildered by the numerous graphics tools. More often than not, they choose the improper software tools and end up with unsatisfactory results. This book introduces and categorizes the most commonly used graphics tools and their applications. The purpose is not to provide an exhausting list of tools and their explicit functions, but instead to provide scientific researchers different means and application areas in computer graphics, and help to efficiently use visualization, modeling, simulation, and virtual reality to complement their research needs. The guide will include coverage of the most widely used commercial software, freeware and open-source software. ?proposal attached? This Thoroughly Updated And Enhances Second Edition Of Foundations Of 3d Programming Is An Innovative Shortcut To Graphics Theory And Programming Using Jogl, A New Vehicle Of 3d Graphics Programming In Java. This Revised Edition Of The Successful, Reader-friendly Text Covers All Graphics Basics And Several Advanced Topics, As Well As Some Basic Concepts In Java Programming For Those Who Currently Are C/c++ Programmers. Specifically, It Provides All The Core Aspects Of Opengl Programming In Java Using Jogl, Along With Concisely Presented Computer Graphics Theories. In Addition, It Uses A Top-down Approach To Lead The Reader Into Programming And Applications Up-front. The Content About Theory Provides A High-level Understanding Of All Basic Graphics, And Of Using Jogl, Instead Of Implementing A Graphics System. Explanations Are Integrated With The Sample Programs, Which Are Specifically Designed For Learning And Accompanying This Book.--book Jacket. Ch. 1. Introduction -- Ch. 2. Transformation And Viewing -- Ch. 3. Color And Lighting -- Ch. 4. Blending And Texture Mapping -- Ch. 5. Curved Models -- Ch. 6. Vertex Shading, Pixel Shading, And Parallel Processing -- Ch. 7. Cg Programming -- Ch. 8. Programming In Java3d -- Ch. 9. Advanced Topics -- Appendix A. Basic Mathematics For 3d Computer Graphics. Jim X. Chen, Chunyang Chen. Previous Ed.: 2006. Includes Index. This new text/reference is a shortcut to graphics theory and programming using JOGL, a new vehicle of 3D graphics programming in Java. 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. Specifically, it covers OpenGL programming in Java, using JOGL, along with concise computer graphics theories. The book is designed as an excellent shortcut for scientists and engineers who understand Java programming to learn 3D graphics, and will serve nearly as well as a concise 3D graphics textbook for students who know programming basics already. Moreover, it is a good reference for C/C++ graphics programmers to learn Java and JOGL. It is recommended for readers who know basic vector analysis and programming already. This New Reference Text Offers A Shortcut To Graphics Theory And Programming Using Jogl, A New Vehicle Of 3d Graphics Programming In Java. 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. The Book Is Designed As Quick Manual For Scientists And Engineers Who Understand Java Programming To Learn 3d Graphics, And Serves As A Concise 3d Graphics Textbook For Students Who Know Programming Basics Already. "Written by two leaders in 3D graphics, virtual experience, and statistical data visualization, this text/reference is a comprehensive, yet concise volume intended for scientists and engineers who understand Java programming. Moreover, it is a good reference for C/C++ graphics programmers interested in learning Java and JOGL. Accessible for an interdisciplinary readership, this book requires only basic knowledge of vector analysis and programming."--Jacket
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