3D Computer Graphics

A Mathematical Introduction with OpenGL

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Author: Samuel R. Buss

Publisher: Cambridge University Press

ISBN: 9780521821032

Category: Computers

Page: 371

View: 4860

Topics include transformations, lighting and shading, ray tracing, radiosity, texture mapping, colour theory, and aspects of animation.

Digital Media

A Problem-solving Approach for Computer Graphics

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Author: Rimon Elias

Publisher: Springer Science & Business Media

ISBN: 3319051377

Category: Computers

Page: 686

View: 6963

Focusing on the computer graphics required to create digital media this book discusses the concepts and provides hundreds of solved examples and unsolved problems for practice. Pseudo codes are included where appropriate but these coding examples do not rely on specific languages. The aim is to get readers to understand the ideas and how concepts and algorithms work, through practicing numeric examples. Topics covered include: 2D Graphics 3D Solid Modelling Mapping Techniques Transformations in 2D and 3D Space Illuminations, Lighting and Shading Ideal as an upper level undergraduate text, Digital Media – A Problem-solving Approach for Computer Graphic, approaches the field at a conceptual level thus no programming experience is required, just a basic knowledge of mathematics and linear algebra.

Developing and Debugging Cross-Platform Shaders

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Author: Alex Boreskov

Publisher: БХВ-Петербург

ISBN: 1931769540

Category: Computers

Page: 400

View: 7487

Focusing on developing cross-platform shaders in OpenGL Shader Language (GLSL) using the RenderMonkey environment, this guide makes it possible to combine the producing of complex graphics effects with the convenience of using OpenGL. Covering the sharp growth of the capabilities of graphic accelerators that has made writing shaders for complex real-time graphic effects a popular and rapidly developing subject, this book also includes a CD-ROM with cross-platform source codes for the program examples given in the book; both work with Microsoft Windows and with the increasingly popular Linux system.

OpenGL

A Primer

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Author: Edward Angel

Publisher: Addison-Wesley

ISBN: 9780321237620

Category: Computers

Page: 252

View: 6127

Presenting fundamental OpenGL, this book covers the functions and their descriptions. It includes supplemental examples in every chapter.

Choice

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Author: N.A

Publisher: N.A

ISBN: N.A

Category: Best books

Page: N.A

View: 5744

OpenGL SuperBible

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Author: Richard S. Wright,Michael Sweet

Publisher: N.A

ISBN: N.A

Category: Computers

Page: 696

View: 5037

Functioning both as a tutorial and a reference manual, this hands-on guide provides everything readers need to implement the versions of OpenGL available in 1999/2000.

Design Patterns für die Spieleprogrammierung

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Author: Robert Nystrom

Publisher: MITP-Verlags GmbH & Co. KG

ISBN: 395845092X

Category: Computer games

Page: 400

View: 7416

- Die bekannten Design Patterns der Gang of Four im konkreten Einsatz für die Entwicklung von Games - Zahlreiche weitere vom Autor entwickelte Patterns - Sequenzierungs-, Verhaltens-, Entkopplungs- und Optimierungsmuster Für viele Spieleprogrammierer stellt die Finalisierung ihres Spiels die größte Herausforderung dar. Viele Projekte verlaufen im Sande, weil Programmierer der Komplexität des eigenen Codes nicht gewachsen sind. Die im Buch beschriebenen Design Patterns nehmen genau dieses Problem in Angriff. Der Autor blickt auf jahrelange Erfahrung in der Entwicklung von weltweit erfolgreichen Games zurück und stellt erprobte Patterns vor, mit deren Hilfe Sie Ihren Code entwirren und optimieren können. Die Patterns sind in Form unabhängiger Fallbeispiele organisiert, so dass Sie sich nur mit den für Sie relevanten zu befassen brauchen und das Buch auch hervorragend zum Nachschlagen verwenden können. Sie erfahren, wie man eine stabile Game Loop schreibt, wie Spielobjekte mithilfe von Komponenten organisiert werden können und wie man den CPU-Cache nutzt, um die Performance zu verbessern. Außerdem werden Sie sich damit beschäftigen, wie Skript-Engines funktionieren, wie Sie Ihren Code mittels Quadtrees und anderen räumlichen Aufteilungen optimieren und wie sich die klassischen Design Patterns in Spielen einsetzen lassen.

OpenGL Reference Manual

The Official Reference Document to OpenGL, Version 1.2

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Author: OpenGL Architecture Review Board

Publisher: Addison-Wesley Professional

ISBN: N.A

Category: Computers

Page: 692

View: 7317

"The reference section documents each set of related OpenGL commands. Each reference page covers: a description of the command's parameters, the effects on rendering and the OpenGL state by the command, examples, errors generated by functions, and references to related functions."--BOOK JACKET.

Das HDRI-Handbuch

High Dynamic Range Imaging für Fotografen und Computergrafiker

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Author: Christian Bloch

Publisher: N.A

ISBN: 9783898644303

Category:

Page: 389

View: 5333

Introduction to Computer Graphics with OpenGL ES

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Author: JungHyun Han

Publisher: CRC Press

ISBN: 0429811209

Category: Computers

Page: 326

View: 1935

OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han’s Introduction to Computer Graphics with OpenGL ES achieves this perfect balance. Han’s depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in Computer Graphics and Game Programming courses will find this book of importance.

Real-time 3D Character Animation with Visual C++

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Author: Nik Lever

Publisher: CRC Press

ISBN: 1136134786

Category: Art

Page: 496

View: 8524

Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the information you need to achieve this goal, whether you are a hobby programmer, student or even a professional wanting to add that third dimension to your website. Nik Lever takes you through the journey from the basics of 3D manipulation all the way to morph objects and sub-division surfaces. On the way you get Visual C++ project files to study and software that runs on the Windows desktop. The free CD-ROM gives you a full-featured development environment for 3D character animation, so even if you find some of the maths and the code hard to follow straight away you can still create your own games. The game engine (Toon3DCreator) provided free and fully functional on the CD-ROM, even has an ActiveX control that allows you to distribute your work on the Internet. All source code for Toon3D is included on the CD. You will also get an insight into the artist's problems; learn how to keep the characters interesting while not exhausting the game engine. Understand the complete picture and make the most of your skills to help you succeed in, or break into the computer gaming industry with this comprehensive guide to programming for real-time 3D character animation.

Web

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Author: N.A

Publisher: N.A

ISBN: N.A

Category: Web sites

Page: N.A

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HTML5 und CSS3

Das umfassende Handbuch

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Author: Jürgen Wolf

Publisher: N.A

ISBN: 9783836228855

Category: Computers

Page: 1237

View: 3106

Effektiv C++ programmieren

55 Möglichkeiten, Ihre Programme und Entwürfe zu verbessern

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Author: Scott Meyers

Publisher: Pearson Deutschland GmbH

ISBN: 3827330785

Category:

Page: 326

View: 4173