|Similar eBooks: eBooks related to Computer Graphics Using Java 2D and 3D
3D Graphics with XNA Game Studio 4.0 2010
Graphics Reference Manual Release 10
Overview of the Stata 10 documentation
Table of contents
Introduction to graphics manual
Introduction to graphics
Subject and author index
The Algorithms and Principles of Non-photorealistic Graphics: Artistic Rendering and Cartoon Animation
"The Algorithms and Principles of Non-photorealistic Graphics: Artistic Rendering and Cartoon Animation" provides a conceptual framework for and comprehensive and up-to-date coverage of research on non-photorealistic computer graphics including methodologies, algorithms and software tools dedicated to generating artistic and meaningful images and animations. This book mainly discusses how to create art from a blank canvas, how to convert the source images into pictures with the desired visual effects, how to generate artistic renditions from 3D models, how to synthesize expressive pictures from textual, graphical and pictorial data, and how to speed up the production of cartoon animation sequences with temporal coherence. It is intended for researchers and graduate students in the fields of computer graphics, digital media arts, and cartoon animation.
Dr. Weidong Geng is a professor at the Department of Digital Media Technology and State Key Laboratory of Computer Aided Design and Computer Graphics, Zhejiang University, China.
Rotation Transforms for Computer Graphics
Rotation transforms are used everywhere in computer graphics from rotating pictures in editing software, to providing an arbitrary view of a 3D virtual environment. Although the former is a trivial operation, the latter can be a challenging task.
Rotation Transforms for Computer Graphics covers a wide range of mathematical techniques used for rotating points and frames of reference in the plane and 3D space. It includes many worked examples and over 100 illustrations that make it essential reading for students, academics, researchers and professional practitioners.
The book includes introductory chapters on complex numbers, matrices, quaternions and geometric algebra, and further chapters on how these techniques are employed in 2D and 3D computer graphics. In particular, matrix and bivector transforms are developed and evaluated to rotate points in a fixed frame of reference, and vice versa.
Applied Geometry for Computer Graphics and CAD
Focussing on the manipulation and representation of geometrical objects, this book explores the application of geometry to computer graphics and computer-aided design (CAD). New features in this revised and updated edition include: the application of quaternions to computer graphics animation and orientation; discussions of the main geometric CAD surface operations and constructions: extruded, rotated and swept surfaces; offset surfaces; thickening and shelling; and skin and loft surfaces; an introduction to rendering methods in computer graphics and CAD: colour, illumination models, shading algorithms, silhouettes and shadows. Over 300 exercises are included, many of which encourage the reader to implement the techniques and algorithms discussed through the use of a computer package with graphing and computer algebra capabilities. A dedicated website also offers further resources and links to other useful websites.
Cengage - Game Graphics Programming 2008
Game Graphics Programming 2008
Canvas Pocket Reference: Scripted Graphics for HTML5
* Along with a brief tutorial on the subject, Canvas Pocket Reference puts all of Canvas' features into one convenient place.
* Draw lines, polygons, and curves
* Apply colors, patterns, gradients, and patterns
* Work with text in a graphic environment
* Query game graphics to determine which component is where
* Transform graphics and manipulating pixels
Mathematical Optimization in Computer Graphics and Vision
Mathematical optimization is used in nearly all computer graphics applications, from computer vision to animation. This book teaches readers the core set of techniques that every computer graphics professional should understand in order to envision and expand the boundaries of what is possible in their work. Study of this authoritative reference will help readers develop a very powerful tool- the ability to create and decipher mathematical models that can better realize solutions to even the toughest problems confronting computer graphics community today. The authors are renowned researchers from IMPA, the Brazilian National Institute for Pure and Applied Mathematics. *Distils down a vast and complex world of info on optimization into one short, self-contained volume especially for computer graphics *Helps CG professionals identify the best technique for solving particular problems quickly, by categorizing the most effective algorithms by application *Keeps readers current by supplementing the focus on key, classic methods with special end-of-chapter sections on cutting-edge developments.
Algorithms and Data Structures: With Applications to Graphics and Geometry
Based on the authors' extensive teaching of algorithms and data structures, this text aims to show a sample of the intellectual demands required by a computer science curriculum, and to present issues and results of lasting value, ideas that will outlive the current generation of computers. Sample exercises, many with solutions, are included throughout the book.
3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics
Graphics hardware has evolved enormously in the last decade. Hardware can now be directly controlled
through techniques such as shader programming, which requires an entirely new thought process of a
programmer. 3D Game Engine Design, Second Edition shows step-by-step how to make a shader-based graphics engine and how to tame the 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.
* Revision of the classic work on game engines – the core of any game.
* Includes 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.
* Fully revised and updated in 4 colors, including major new content on shader programming, physics,
and memory management for the next generation game consoles and portables.
Computer Graphics Using Java 2D and 3D - Free eBook Computer Graphics Using Java 2D and 3D - Download ebook Computer Graphics Using Java 2D and 3D free