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Fast Algorithms and Hardware for 3D Computer Graphics

Fast Algorithms and Hardware for 3D Computer Graphics PDF Author: David Anthony Paul Mitchell
Publisher:
ISBN:
Category :
Languages : en
Pages :

Book Description


Fast Algorithms and Hardware for 3D Computer Graphics

Fast Algorithms and Hardware for 3D Computer Graphics PDF Author: David Anthony Paul Mitchell
Publisher:
ISBN:
Category :
Languages : en
Pages :

Book Description


Fast Algorithms for 3D-Graphics

Fast Algorithms for 3D-Graphics PDF Author: Georg Glaeser
Publisher: Springer
ISBN: 366225798X
Category : Computers
Languages : en
Pages : 316

Book Description
In this book, a variety of algoritbms are described that may be of interest to everyone who writes software for 3D-graphics. It is a book that haB been written for programmers at an intermediate level as well aB for experienced software engineers who simply want to have some particular functions at their disposal, without having to think too much about details like special cases or optimization for speed. The programming language we use is C, and that has many advantages, because it makes the code both portable and efficient. Nevertheless, it should be possible to adapt the ideas to other high-level programming languages. The reader should have a reasonable knowledge of C, because sophisticated pro grams with economical storage household and fast sections cannot be written without the use of pointers. You will find that in the long run it is just aB easy to work with pointer variables as with multiple arrays . .Aß the title of the book implies, we will not deal with algorithms that are very computation-intensive such as ray tracing or the radiosity method. Furthermore, objects will always be (closed or not closed) polyhedra, which consist of a certain number of polygons.

Practical Algorithms for 3D Computer Graphics

Practical Algorithms for 3D Computer Graphics PDF Author: R. Stuart Ferguson
Publisher: CRC Press
ISBN: 1466582537
Category : Computers
Languages : en
Pages : 517

Book Description
Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis.Since the publication of the first edit

3D Game Engine Design

3D Game Engine Design PDF Author: David Eberly
Publisher: CRC Press
ISBN: 1482267306
Category : Art
Languages : en
Pages : 1008

Book Description
The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.

Computer Graphics from Scratch

Computer Graphics from Scratch PDF Author: Gabriel Gambetta
Publisher: No Starch Press
ISBN: 1718500769
Category : Computers
Languages : en
Pages : 250

Book Description
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.

Fast Algorithms for 3D-graphics

Fast Algorithms for 3D-graphics PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages :

Book Description


Foundations of 3D Computer Graphics

Foundations of 3D Computer Graphics PDF Author: Steven J. Gortler
Publisher: MIT Press
ISBN: 0262017350
Category : Computers
Languages : en
Pages : 291

Book Description
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.

Video-Based Rendering

Video-Based Rendering PDF Author: Marcus A. Magnor
Publisher: CRC Press
ISBN: 1439865701
Category : Computers
Languages : en
Pages : 218

Book Description
Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as comput

3D Video Coding for Embedded Devices

3D Video Coding for Embedded Devices PDF Author: Bruno Zatt
Publisher: Springer Science & Business Media
ISBN: 1461467594
Category : Technology & Engineering
Languages : en
Pages : 219

Book Description
This book shows readers how to develop energy-efficient algorithms and hardware architectures to enable high-definition 3D video coding on resource-constrained embedded devices. Users of the Multiview Video Coding (MVC) standard face the challenge of exploiting its 3D video-specific coding tools for increasing compression efficiency at the cost of increasing computational complexity and, consequently, the energy consumption. This book enables readers to reduce the multiview video coding energy consumption through jointly considering the algorithmic and architectural levels. Coverage includes an introduction to 3D videos and an extensive discussion of the current state-of-the-art of 3D video coding, as well as energy-efficient algorithms for 3D video coding and energy-efficient hardware architecture for 3D video coding.

3D Computer Graphics

3D Computer Graphics PDF Author: Samuel R. Buss
Publisher: Cambridge University Press
ISBN: 1139440381
Category : Computers
Languages : en
Pages : 397

Book Description
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.