Produktbild: Fundamentals of Computer Graphics

Fundamentals of Computer Graphics International Student Edition

72,99 €

inkl. gesetzl. MwSt., Versandkostenfrei


Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

01.03.2023

Abbildungen

farbige Illustrationen, Raster, farbig, Zeichnungen, farbig, Tabellen, farbig

Verlag

Taylor & Francis

Seitenzahl

700

Maße (L/B/H)

23,6/19,2/3,5 cm

Gewicht

1450 g

Auflage

5. Auflage

Sprache

Englisch

ISBN

978-1-03-212286-1

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

01.03.2023

Abbildungen

farbige Illustrationen, Raster, farbig, Zeichnungen, farbig, Tabellen, farbig

Verlag

Taylor & Francis

Seitenzahl

700

Maße (L/B/H)

23,6/19,2/3,5 cm

Gewicht

1450 g

Auflage

5. Auflage

Sprache

Englisch

ISBN

978-1-03-212286-1

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: GPSR Kontakt

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  • Produktbild: Fundamentals of Computer Graphics
  • IntroductionGraphics AreasMajor ApplicationsGraphics APIsGraphics PipelineNumerical IssuesEfficiencyDesigning and Coding Graphics ProgramsMiscellaneous MathSets and MappingsSolving Quadratic EquationsTrigonometryVectorsCurves and SurfacesLinear InterpolationTrianglesRaster ImagesRaster DevicesImages, Pixels, and GeometryRGB ColorAlpha CompositingRay TracingThe Basic Ray-Tracing AlgorithmPerspectiveComputing Viewing RaysRay-Object IntersectionShadingA Ray-Tracing ProgramShadowsIdeal Specular ReflectionHistorical Notes Surface ShadingDiffuse ShadingPhong ShadingArtistic Shading Linear AlgebraDeterminantsMatricesComputing with Matrices and DeterminantsEigenvalues and Matrix DiagonalizationTransformation Matrices2D Linear Transformations3D Linear TransformationsTranslation and Affine TransformationsInverses of Transformation MatricesCoordinate TransformationsViewingViewing TransformationsProjective TransformationsPerspective ProjectionSome Properties of the Perspective TransformField-of-ViewThe Graphics PipelineRasterizationOperations Before and After RasterizationSimple AntialiasingCulling Primitives for EfficiencySignal ProcessingDigital Audio: Sampling in 1DConvolutionConvolution FiltersSignal Processing for ImagesSampling TheoryTexture MappingLooking Up Texture ValuesTexture Coordinate FunctionsAntialiasing Texture LookupsApplications of Texture MappingProcedural 3D TexturesData Structures for GraphicsTriangle MeshesScene GraphsSpatial Data StructuresBSP Trees for VisibilityTiling Multidimensional ArraysSamplingIntegrationContinuous ProbabilityMonte Carlo IntegrationChoosing Random Points Physics-based Rendering Photons Smooth metals Smooth dielectrics Dielectrics with subsurface scattering A brute force photon tracer Radiometry Radiometry of Scattering Transport Equation Materials in practice Monte Carlo Ray Tracing CurvesCurvesCurve PropertiesPolynomial PiecesPutting Pieces TogetherCubicsApproximating CurvesSummaryComputer AnimationPrinciples of AnimationKeyframingDeformationsCharacter AnimationPhysics-Based AnimationProcedural TechniquesGroups of ObjectsUsing Graphics HardwareHardware OverviewWhat Is Graphics HardwareHeterogeneous MultiprocessingGraphics Hardware Programming: Buffers, State, and ShadersState MachineBasic OpenGL Application LayoutGeometryA First Look at ShadersVertex Buffer ObjectsVertex Array ObjectsTransformation MatricesShading with Per-Vertex AttributesShading in the Fragment ProcessorMeshes and InstancingTexture ObjectsObject-Oriented Design for Graphics Hardware ProgrammingContinued LearningColorColorimetryColor SpacesChromatic AdaptationColor AppearanceVisual PerceptionVision ScienceVisual SensitivitySpatial VisionObjects, Locations, and EventsPicture PerceptionTone ReproductionClassificationDynamic RangeColorImage FormationFrequency-Based OperatorsGradient-Domain OperatorsSpatial OperatorsDivisionSigmoidsOther ApproachesNight TonemappingDiscussionImplicit ModelingImplicit Functions, Skeletal Primitives, and Summation BlendingRenderingSpace PartitioningMore on BlendingConstructive Solid GeometryWarpingPrecise Contact ModelingThe Blob TreeInteractive Implicit Modeling SystemsComputer Graphics in GamesPlatformsLimited ResourcesOptimization TechniquesGame TypesThe Game Production ProcessVisualizationBackgroundData TypesHuman-Centered Design ProcessVisual Encoding PrinciplesInteraction PrinciplesComposite and Adjacent ViewsData ReductionExamples