Exploration of Computer Graphics

This document was uploaded by one of our users. The uploader already confirmed that they had the permission to publish it. If you are author/publisher or own the copyright of this documents, please report to us by using this DMCA report form.

Simply click on the Download Book button.

Yes, Book downloads on Ebookily are 100% Free.

Sometimes the book is free on Amazon As well, so go ahead and hit "Search on Amazon"

"The book ""Exploration of Computer Graphics"" walks students through the process of creating their own interactive graphics application. The text demonstrates step-by-step how to apply computer graphics concepts and theory to real-world practical applications. Each chapter focuses on a different component of computer graphics, such as 3D modelling and lighting. This book delivers extensive knowledge since it follows the straight and narrow path through what is essential for understanding how images are displayed on screens using the complementary approaches of ray tracing and rasterization. Ray tracing is the simplest method for producing images of 3D situations, and it is addressed first, followed by the mathematical machinery required for the graphics pipeline, and lastly, the channel itself. This handbook teaches students how to handle 3D geometric transformations, texturing, complicated lighting effects, and other topics. This hands-on technique encourages students to sketch the elements and effects required to make a visually appealing application, such as computer games or software. This book is suitable for the readers from diverse backgrounds. Teachers, students, graphic designers, and software houses cxan benefit from the comntents of this book."

Author(s): Adele Kuzmiakova
Publisher: Arcler Press
Year: 2022

Language: English
Pages: 245
City: Boston

Cover
Title Page
Copyright
ABOUT THE EDITOR
TABLE OF CONTENTS
List of Figures
List of Abbreviations
Preface
Chapter 1 Introduction to Computer Graphics
1.1. Introduction
1.2. Graphics Areas
1.3. Major Applications
1.4. Graphics APIS
1.5. Graphics Pipeline
1.6. Numerical Issues
1.7. Efficiency
1.8. Designing and Coding Graphics Programs
1.9. Painting and Drawing
1.10. Components of Three-Dimensional Graphics
References
Chapter 2 Two-Dimensional Computer Graphics
2.1. Introduction
2.2. Pixels, Coordinates, and Colors
2.3. Shapes
2.4. Transforms
2.5. Hierarchical Modeling
2.6. Java Graphics2d
References
Chapter 3 Two-Dimensional Graphics Test Bed
3.1. Introduction
3.2. Details of the Test Bed
3.3. Animation
3.4. Interaction
3.5. Application of the Test Bed
References
Chapter 4 Lights and Materials for Computer Graphics
4.1. Introduction
4.2. Introduction to Lighting
4.3. Light and Material in Opengl 1.1
4.4. Image Textures
4.5. Lights, Camera, Action
References
Chapter 5 Introduction to 3D Computer Graphics
5.1. Introduction
5.2. Transformations in 3D
5.3. Lighting and Material
5.4. Textures
References
Chapter 6 Raster Images
6.1. Introduction
6.2. Raster Devices
6.3. Pixels, Images, and Geometry
6.4. RGB Color
6.5. Alpha Compositing
References
Chapter 7 Data Structures for Graphics
7.1. Introduction
7.2. Triangle Meshes
7.3. Scene Graphs
7.4. Spatial Data Structures
7.5. BSP Trees for Visibility
References
Chapter 8 Computer Animation
8.1. Introduction
8.2. Principles of Animation
8.3. Keyframing
8.4. Deformations
8.5. Character Animation
References
Index
Back Cover