Author: Jack Xu
Publisher: UniCAD
ISBN:
Category : Computers
Languages : en
Pages : 522
Book Description
Are you ready to take your web graphics to the next level? Look no further than "WebGPU by Examples". This comprehensive guide equips you with all the tools you need to create stunning 3D graphics in your web applications with the help of GPU acceleration. With this book, you will discover how to design an array of 3D graphics, from basic shapes like cubes, spheres, cylinders, and tori to intricate 3D graphics like wireframes, simple and parametric surfaces, supershapes, implicit surfaces, procedural terrains, volcanoes, Minecraft, voxel terrains, text rendering, and complex function visualization, as well as particle systems made using compute shaders. The author has simplified the learning process by breaking down the concepts of WebGPU, the cutting-edge graphics API for the Web, so even those with minimal experience can grasp the fundamentals of advanced graphics development. This book includes: - Introduce a starter template for graphics programming with WebGPU. - Create basic 3D shapes like cube, sphere, cylinder, torus, etc. - Design intricate 3D surface graphics such as wireframes, simple and parametric 3D surfaces, and procedural terrains. - Simulate light and shadow using different models, including point, directional, and spot light. - Implement physical-based rendering lighting methods to create realistic graphics. - Apply colormap and texture techniques to 3D surfaces. - Generate 3D surfaces and super shapes using compute shaders for improving performance. - Construct marching cubes for generating 3D implicit surfaces, metaballs, and voxel terrains. - Visualize complex functions using 3D plots and domain coloring. - Create particle systems for 3D graphics applications. Whether you are a beginner or an experienced developer, this book is the ideal resource to help you design a wide range of graphics applications in WebGPU. So, are you ready to explore next-generation web graphics and compute API? Start your journey with "WebGPU by Examples" today!
WebGPU by Examples - Learn and Explore Next-Generation Web Graphics and Compute API
Author: Jack Xu
Publisher: UniCAD
ISBN:
Category : Computers
Languages : en
Pages : 522
Book Description
Are you ready to take your web graphics to the next level? Look no further than "WebGPU by Examples". This comprehensive guide equips you with all the tools you need to create stunning 3D graphics in your web applications with the help of GPU acceleration. With this book, you will discover how to design an array of 3D graphics, from basic shapes like cubes, spheres, cylinders, and tori to intricate 3D graphics like wireframes, simple and parametric surfaces, supershapes, implicit surfaces, procedural terrains, volcanoes, Minecraft, voxel terrains, text rendering, and complex function visualization, as well as particle systems made using compute shaders. The author has simplified the learning process by breaking down the concepts of WebGPU, the cutting-edge graphics API for the Web, so even those with minimal experience can grasp the fundamentals of advanced graphics development. This book includes: - Introduce a starter template for graphics programming with WebGPU. - Create basic 3D shapes like cube, sphere, cylinder, torus, etc. - Design intricate 3D surface graphics such as wireframes, simple and parametric 3D surfaces, and procedural terrains. - Simulate light and shadow using different models, including point, directional, and spot light. - Implement physical-based rendering lighting methods to create realistic graphics. - Apply colormap and texture techniques to 3D surfaces. - Generate 3D surfaces and super shapes using compute shaders for improving performance. - Construct marching cubes for generating 3D implicit surfaces, metaballs, and voxel terrains. - Visualize complex functions using 3D plots and domain coloring. - Create particle systems for 3D graphics applications. Whether you are a beginner or an experienced developer, this book is the ideal resource to help you design a wide range of graphics applications in WebGPU. So, are you ready to explore next-generation web graphics and compute API? Start your journey with "WebGPU by Examples" today!
Publisher: UniCAD
ISBN:
Category : Computers
Languages : en
Pages : 522
Book Description
Are you ready to take your web graphics to the next level? Look no further than "WebGPU by Examples". This comprehensive guide equips you with all the tools you need to create stunning 3D graphics in your web applications with the help of GPU acceleration. With this book, you will discover how to design an array of 3D graphics, from basic shapes like cubes, spheres, cylinders, and tori to intricate 3D graphics like wireframes, simple and parametric surfaces, supershapes, implicit surfaces, procedural terrains, volcanoes, Minecraft, voxel terrains, text rendering, and complex function visualization, as well as particle systems made using compute shaders. The author has simplified the learning process by breaking down the concepts of WebGPU, the cutting-edge graphics API for the Web, so even those with minimal experience can grasp the fundamentals of advanced graphics development. This book includes: - Introduce a starter template for graphics programming with WebGPU. - Create basic 3D shapes like cube, sphere, cylinder, torus, etc. - Design intricate 3D surface graphics such as wireframes, simple and parametric 3D surfaces, and procedural terrains. - Simulate light and shadow using different models, including point, directional, and spot light. - Implement physical-based rendering lighting methods to create realistic graphics. - Apply colormap and texture techniques to 3D surfaces. - Generate 3D surfaces and super shapes using compute shaders for improving performance. - Construct marching cubes for generating 3D implicit surfaces, metaballs, and voxel terrains. - Visualize complex functions using 3D plots and domain coloring. - Create particle systems for 3D graphics applications. Whether you are a beginner or an experienced developer, this book is the ideal resource to help you design a wide range of graphics applications in WebGPU. So, are you ready to explore next-generation web graphics and compute API? Start your journey with "WebGPU by Examples" today!
3D Graphics Rendering Cookbook
Author: Sergey Kosarevsky
Publisher: Packt Publishing Ltd
ISBN: 1838985301
Category : Computers
Languages : en
Pages : 671
Book Description
Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the help of useful recipes Key FeaturesLearn to integrate modern rendering techniques into a single performant 3D rendering engineLeverage Vulkan to render 3D content, use AZDO in OpenGL applications, and understand modern real-time rendering methodsImplement a physically based rendering pipeline from scratch in Vulkan and OpenGLBook Description OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs. The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications. By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks. What you will learnImprove the performance of legacy OpenGL applicationsManage a substantial amount of content in real-time 3D rendering enginesDiscover how to debug and profile graphics applicationsUnderstand how to use the Approaching Zero Driver Overhead (AZDO) philosophy in OpenGLIntegrate various rendering techniques into a single applicationFind out how to develop Vulkan applicationsImplement a physically based rendering pipeline from scratchIntegrate a physics library with your rendering engineWho this book is for This book is for 3D graphics developers who are familiar with the mathematical fundamentals of 3D rendering and want to gain expertise in writing fast rendering engines with advanced techniques using C++ libraries and APIs. A solid understanding of C++ and basic linear algebra, as well as experience in creating custom 3D applications without using premade rendering engines is required.
Publisher: Packt Publishing Ltd
ISBN: 1838985301
Category : Computers
Languages : en
Pages : 671
Book Description
Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the help of useful recipes Key FeaturesLearn to integrate modern rendering techniques into a single performant 3D rendering engineLeverage Vulkan to render 3D content, use AZDO in OpenGL applications, and understand modern real-time rendering methodsImplement a physically based rendering pipeline from scratch in Vulkan and OpenGLBook Description OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs. The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications. By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks. What you will learnImprove the performance of legacy OpenGL applicationsManage a substantial amount of content in real-time 3D rendering enginesDiscover how to debug and profile graphics applicationsUnderstand how to use the Approaching Zero Driver Overhead (AZDO) philosophy in OpenGLIntegrate various rendering techniques into a single applicationFind out how to develop Vulkan applicationsImplement a physically based rendering pipeline from scratchIntegrate a physics library with your rendering engineWho this book is for This book is for 3D graphics developers who are familiar with the mathematical fundamentals of 3D rendering and want to gain expertise in writing fast rendering engines with advanced techniques using C++ libraries and APIs. A solid understanding of C++ and basic linear algebra, as well as experience in creating custom 3D applications without using premade rendering engines is required.
Adobe Dreamweaver CS3
Author:
Publisher: Against The Clock
ISBN: 9780976432487
Category : Computers
Languages : en
Pages : 476
Book Description
Dreamweaver is the standard by which site designers and managers handle the many components required to run today's typical web presence. The Portfolio Series addresses this powerful tool the same way it does other Creative Suite applications -- the way one has to in the real world of design and site management. Purely project-based, the book offers eight hands-on, step-by-step assignments exactly as they would be handed to someone in the field. Each assignment addresses workflow, task, and process requirements, finishing with a site that works the way it's supposed to. The title provides self-learners, interested readers, students, and professional instructors detailed instructions on how to master the application.
Publisher: Against The Clock
ISBN: 9780976432487
Category : Computers
Languages : en
Pages : 476
Book Description
Dreamweaver is the standard by which site designers and managers handle the many components required to run today's typical web presence. The Portfolio Series addresses this powerful tool the same way it does other Creative Suite applications -- the way one has to in the real world of design and site management. Purely project-based, the book offers eight hands-on, step-by-step assignments exactly as they would be handed to someone in the field. Each assignment addresses workflow, task, and process requirements, finishing with a site that works the way it's supposed to. The title provides self-learners, interested readers, students, and professional instructors detailed instructions on how to master the application.
Meggs' History of Graphic Design
Author: Philip B. Meggs
Publisher: John Wiley & Sons
ISBN: 1118772059
Category : Design
Languages : en
Pages : 711
Book Description
The bestselling graphic design reference, updated for the digital age Meggs' History of Graphic Design is the industry's unparalleled, award-winning reference. With over 1,400 high-quality images throughout, this visually stunning text guides you through a saga of artistic innovators, breakthrough technologies, and groundbreaking developments that define the graphic design field. The initial publication of this book was heralded as a publishing landmark, and author Philip B. Meggs is credited with significantly shaping the academic field of graphic design. Meggs presents compelling, comprehensive information enclosed in an exquisite visual format. The text includes classic topics such as the invention of writing and alphabets, the origins of printing and typography, and the advent of postmodern design. This new sixth edition has also been updated to provide: The latest key developments in web, multimedia, and interactive design Expanded coverage of design in Asia and the Middle East Emerging design trends and technologies Timelines framed in a broader historical context to help you better understand the evolution of contemporary graphic design Extensive ancillary materials including an instructor's manual, expanded image identification banks, flashcards, and quizzes You can't master a field without knowing the history. Meggs' History of Graphic Design presents an all-inclusive, visually spectacular arrangement of graphic design knowledge for students and professionals. Learn the milestones, developments, and pioneers of the trade so that you can shape the future.
Publisher: John Wiley & Sons
ISBN: 1118772059
Category : Design
Languages : en
Pages : 711
Book Description
The bestselling graphic design reference, updated for the digital age Meggs' History of Graphic Design is the industry's unparalleled, award-winning reference. With over 1,400 high-quality images throughout, this visually stunning text guides you through a saga of artistic innovators, breakthrough technologies, and groundbreaking developments that define the graphic design field. The initial publication of this book was heralded as a publishing landmark, and author Philip B. Meggs is credited with significantly shaping the academic field of graphic design. Meggs presents compelling, comprehensive information enclosed in an exquisite visual format. The text includes classic topics such as the invention of writing and alphabets, the origins of printing and typography, and the advent of postmodern design. This new sixth edition has also been updated to provide: The latest key developments in web, multimedia, and interactive design Expanded coverage of design in Asia and the Middle East Emerging design trends and technologies Timelines framed in a broader historical context to help you better understand the evolution of contemporary graphic design Extensive ancillary materials including an instructor's manual, expanded image identification banks, flashcards, and quizzes You can't master a field without knowing the history. Meggs' History of Graphic Design presents an all-inclusive, visually spectacular arrangement of graphic design knowledge for students and professionals. Learn the milestones, developments, and pioneers of the trade so that you can shape the future.
The Graphic Designer's Electronic-Media Manual
Author: Jason Tselentis
Publisher:
ISBN: 1592537782
Category : Art
Languages : en
Pages : 257
Book Description
This comprehensive resource for graphic designers will help you merge traditional print design skills with new technology to create imaginative, informative, and useful online experiences for clients and ultimately the end users. The Graphic Designer’s Electronic-Media Manual focuses on reigning in the specific skills and tools necessary for creating design projects for the web and beyond. You'll also find a rich collection of sound design examples for the web from studios around the world. Unlike other books on web and electronic media, this book is not a technical manual, but a visual resource packed with real-world examples of design for the web.
Publisher:
ISBN: 1592537782
Category : Art
Languages : en
Pages : 257
Book Description
This comprehensive resource for graphic designers will help you merge traditional print design skills with new technology to create imaginative, informative, and useful online experiences for clients and ultimately the end users. The Graphic Designer’s Electronic-Media Manual focuses on reigning in the specific skills and tools necessary for creating design projects for the web and beyond. You'll also find a rich collection of sound design examples for the web from studios around the world. Unlike other books on web and electronic media, this book is not a technical manual, but a visual resource packed with real-world examples of design for the web.
Virtual World Design
Author: Ann Latham Cudworth
Publisher: CRC Press
ISBN: 1466579617
Category : Computers
Languages : en
Pages : 410
Book Description
Learn How to Create Immersive Virtual Environments Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all. With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author’s website, readers learn by building such things as a virtual classroom, an "all-access" terrain, and a sound-based game. This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments. It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.
Publisher: CRC Press
ISBN: 1466579617
Category : Computers
Languages : en
Pages : 410
Book Description
Learn How to Create Immersive Virtual Environments Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all. With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author’s website, readers learn by building such things as a virtual classroom, an "all-access" terrain, and a sound-based game. This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments. It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.
Rust wgpu Texture Mapping
Author: Jack Xu
Publisher: UniCAD
ISBN:
Category : Computers
Languages : en
Pages : 115
Book Description
Rust wgpu Texture Mapping – A Practical Guide to Creating Stunning Graphics Applications Rust wgpu Texture Mapping is the essential guide for mastering texture mapping with wgpu. Learn how to use texture mapping to create stunning graphics, from the basics to advanced techniques. This eBook covers everything from the fundamentals of texture mapping to advanced techniques like multi-texturing, normal mapping, and parallax mapping. With step-by-step real-world examples, you'll learn how to use wgpu to create realistic and immersive visuals. Whether you're a beginner or an experienced developer, Rust wgpu Texture Mapping is the perfect resource for learning how to use texture mapping to create stunning graphics. What you'll learn: · The basics of texture mapping. · Multi-texturing. · Normal mapping. · Parallax mapping. · How to use Rust wgpu to create realistic and immersive visuals. By the end of this book, you'll be able to: · Create stunning Rust graphics using texture mapping. · Use wgpu to harness the power of the GPU. · Implement advanced texture mapping techniques. · Understand the core concepts of computer graphics. Order your copy today and start creating awe-inspiring visuals that will leave your audience spellbound!
Publisher: UniCAD
ISBN:
Category : Computers
Languages : en
Pages : 115
Book Description
Rust wgpu Texture Mapping – A Practical Guide to Creating Stunning Graphics Applications Rust wgpu Texture Mapping is the essential guide for mastering texture mapping with wgpu. Learn how to use texture mapping to create stunning graphics, from the basics to advanced techniques. This eBook covers everything from the fundamentals of texture mapping to advanced techniques like multi-texturing, normal mapping, and parallax mapping. With step-by-step real-world examples, you'll learn how to use wgpu to create realistic and immersive visuals. Whether you're a beginner or an experienced developer, Rust wgpu Texture Mapping is the perfect resource for learning how to use texture mapping to create stunning graphics. What you'll learn: · The basics of texture mapping. · Multi-texturing. · Normal mapping. · Parallax mapping. · How to use Rust wgpu to create realistic and immersive visuals. By the end of this book, you'll be able to: · Create stunning Rust graphics using texture mapping. · Use wgpu to harness the power of the GPU. · Implement advanced texture mapping techniques. · Understand the core concepts of computer graphics. Order your copy today and start creating awe-inspiring visuals that will leave your audience spellbound!
Medical Image Processing
Author: Geoff Dougherty
Publisher: Springer Science & Business Media
ISBN: 1441997792
Category : Technology & Engineering
Languages : en
Pages : 388
Book Description
The book is designed for end users in the field of digital imaging, who wish to update their skills and understanding with the latest techniques in image analysis. The book emphasizes the conceptual framework of image analysis and the effective use of image processing tools. It uses applications in a variety of fields to demonstrate and consolidate both specific and general concepts, and to build intuition, insight and understanding. Although the chapters are essentially self-contained they reference other chapters to form an integrated whole. Each chapter employs a pedagogical approach to ensure conceptual learning before introducing specific techniques and “tricks of the trade”. The book concentrates on a number of current research applications, and will present a detailed approach to each while emphasizing the applicability of techniques to other problems. The field of topics is wide, ranging from compressive (non-uniform) sampling in MRI, through automated retinal vessel analysis to 3-D ultrasound imaging and more. The book is amply illustrated with figures and applicable medical images. The reader will learn the techniques which experts in the field are currently employing and testing to solve particular research problems, and how they may be applied to other problems.
Publisher: Springer Science & Business Media
ISBN: 1441997792
Category : Technology & Engineering
Languages : en
Pages : 388
Book Description
The book is designed for end users in the field of digital imaging, who wish to update their skills and understanding with the latest techniques in image analysis. The book emphasizes the conceptual framework of image analysis and the effective use of image processing tools. It uses applications in a variety of fields to demonstrate and consolidate both specific and general concepts, and to build intuition, insight and understanding. Although the chapters are essentially self-contained they reference other chapters to form an integrated whole. Each chapter employs a pedagogical approach to ensure conceptual learning before introducing specific techniques and “tricks of the trade”. The book concentrates on a number of current research applications, and will present a detailed approach to each while emphasizing the applicability of techniques to other problems. The field of topics is wide, ranging from compressive (non-uniform) sampling in MRI, through automated retinal vessel analysis to 3-D ultrasound imaging and more. The book is amply illustrated with figures and applicable medical images. The reader will learn the techniques which experts in the field are currently employing and testing to solve particular research problems, and how they may be applied to other problems.
3D Game Textures
Author: Luke Ahearn
Publisher: CRC Press
ISBN: 1317557999
Category : Computers
Languages : en
Pages : 430
Book Description
A broadly enhanced new edition of Luke Ahearn's cornerstone game art book "3D Game Textures" is here. When digital art software was in its infancy, most digital art, especially vector art, was textureless. With the advance in software, it is now possible to incorporate texture into most types of digital art. However, if the artists cannot build their own textures, they are limited to using commercial textures. In this enhanced 3rd edition of Luke Ahearn's gem of a book, not only does Luke teach you how to create your own unique textures, he also teaches how to create shaders (the visual effects - reflections, refractions, opacity - that make textures come to life) and materials (collections of shaders that fill well together to map to a particular scene or environment). You can now expand your skill set immeasurably, and create more compelling, varied art work from scratch. Unlike anything on the market, this book provides an in-depth guide to game textures, shaders and materials- with hundreds of high-quality examples. The companion website includes: demo versions of relevant software; resource images; all images from the book.
Publisher: CRC Press
ISBN: 1317557999
Category : Computers
Languages : en
Pages : 430
Book Description
A broadly enhanced new edition of Luke Ahearn's cornerstone game art book "3D Game Textures" is here. When digital art software was in its infancy, most digital art, especially vector art, was textureless. With the advance in software, it is now possible to incorporate texture into most types of digital art. However, if the artists cannot build their own textures, they are limited to using commercial textures. In this enhanced 3rd edition of Luke Ahearn's gem of a book, not only does Luke teach you how to create your own unique textures, he also teaches how to create shaders (the visual effects - reflections, refractions, opacity - that make textures come to life) and materials (collections of shaders that fill well together to map to a particular scene or environment). You can now expand your skill set immeasurably, and create more compelling, varied art work from scratch. Unlike anything on the market, this book provides an in-depth guide to game textures, shaders and materials- with hundreds of high-quality examples. The companion website includes: demo versions of relevant software; resource images; all images from the book.
Tutorial, Computer Graphics
Author: Kenneth I. Joy
Publisher: IEEE Computer Society Press
ISBN:
Category : Computers
Languages : en
Pages : 392
Book Description
Publisher: IEEE Computer Society Press
ISBN:
Category : Computers
Languages : en
Pages : 392
Book Description