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Practical Algorithms For 3d Computer Graphics Second Edition

Author: R. Stuart Ferguson
Publisher: CRC Press
ISBN: 1466582529
Size: 73.52 MB
Format: PDF
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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 edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images. New to the Second Edition New chapter on the modern approach to real-time 3D programming using OpenGL New chapter that introduces 3D graphics for mobile devices New chapter on OpenFX, a comprehensive open source 3D tools suite for modeling and animation Discussions of new topics, such as particle modeling, marching cubes, and techniques for rendering hair and fur More web-only content, including source code for the algorithms, video transformations, comprehensive examples, and documentation for OpenFX The book is suitable for newcomers to graphics research and 3D computer games as well as more experienced software developers who wish to write plug-in modules for any 3D application program or shader code for a commercial games engine.

Ray Tracing From The Ground Up

Author: Kevin Suffern
Publisher: CRC Press
ISBN: 1498774709
Size: 63.91 MB
Format: PDF, Docs
View: 1863
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With the increase in computing speed and due to the high quality of the optical effects it achieves, ray tracing is becoming a popular choice for interactive and animated rendering. This book takes readers through the whole process of building a modern ray tracer from scratch in C++. All concepts and processes are explained in detail with the aid of hundreds of diagrams, ray-traced images, and sample code. It is suitable for undergraduate and graduate computer graphics courses and for individual programmers who would like to learn ray tracing.

Algorithmen Eine Einf Hrung

Author: Thomas H. Cormen
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110522012
Size: 77.42 MB
Format: PDF
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Der "Cormen" bietet eine umfassende und vielseitige Einführung in das moderne Studium von Algorithmen. Es stellt viele Algorithmen Schritt für Schritt vor, behandelt sie detailliert und macht deren Entwurf und deren Analyse allen Leserschichten zugänglich. Sorgfältige Erklärungen zur notwendigen Mathematik helfen, die Analyse der Algorithmen zu verstehen. Den Autoren ist es dabei geglückt, Erklärungen elementar zu halten, ohne auf Tiefe oder mathematische Exaktheit zu verzichten. Jedes der weitgehend eigenständig gestalteten Kapitel stellt einen Algorithmus, eine Entwurfstechnik, ein Anwendungsgebiet oder ein verwandtes Thema vor. Algorithmen werden beschrieben und in Pseudocode entworfen, der für jeden lesbar sein sollte, der schon selbst ein wenig programmiert hat. Zahlreiche Abbildungen verdeutlichen, wie die Algorithmen arbeiten. Ebenfalls angesprochen werden Belange der Implementierung und andere technische Fragen, wobei, da Effizienz als Entwurfskriterium betont wird, die Ausführungen eine sorgfältige Analyse der Laufzeiten der Programme mit ein schließen. Über 1000 Übungen und Problemstellungen und ein umfangreiches Quellen- und Literaturverzeichnis komplettieren das Lehrbuch, dass durch das ganze Studium, aber auch noch danach als mathematisches Nachschlagewerk oder als technisches Handbuch nützlich ist. Für die dritte Auflage wurde das gesamte Buch aktualisiert. Die Änderungen sind vielfältig und umfassen insbesondere neue Kapitel, überarbeiteten Pseudocode, didaktische Verbesserungen und einen lebhafteren Schreibstil. So wurden etwa - neue Kapitel zu van-Emde-Boas-Bäume und mehrfädigen (engl.: multithreaded) Algorithmen aufgenommen, - das Kapitel zu Rekursionsgleichungen überarbeitet, sodass es nunmehr die Teile-und-Beherrsche-Methode besser abdeckt, - die Betrachtungen zu dynamischer Programmierung und Greedy-Algorithmen überarbeitet; Memoisation und der Begriff des Teilproblem-Graphen als eine Möglichkeit, die Laufzeit eines auf dynamischer Programmierung beruhender Algorithmus zu verstehen, werden eingeführt. - 100 neue Übungsaufgaben und 28 neue Problemstellungen ergänzt. Umfangreiches Dozentenmaterial (auf englisch) ist über die Website des US-Verlags verfügbar.

Computer Graphics Through Opengl

Author: Sumanta Guha
Publisher: CRC Press
ISBN: 1482258390
Size: 42.17 MB
Format: PDF, Docs
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From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies. The undergraduate core of the book is a one-semester sequence taking the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL. The remaining chapters explore more advanced topics, including the structure of curves and surfaces and the application of projective spaces and transformations. New to the Second Edition 30 more programs, 50 more experiments, and 50 more exercises Two new chapters on OpenGL 4.3 shaders and the programmable pipeline Coverage of: Vertex buffer and array objects Occlusion culling and queries and conditional rendering Texture matrices Multitexturing and texture combining Multisampling Point sprites Image and pixel manipulation Pixel buffer objects Shadow mapping Web Resource The book’s website at www.sumantaguha.com provides program source code that runs on various platforms. It includes a guide to installing OpenGL and executing the programs, special software to help run the experiments, and figures from the book. The site also contains an instructor’s manual with solutions to 100 problems (for qualifying instructors only).

Design Patterns F R Die Spieleprogrammierung

Author: Robert Nystrom
Publisher: MITP-Verlags GmbH & Co. KG
ISBN: 395845092X
Size: 63.97 MB
Format: PDF, ePub
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- 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.

Computer Graphics

Author: James D. Foley
Publisher: Addison-Wesley Professional
ISBN: 9780201848403
Size: 78.83 MB
Format: PDF, ePub, Mobi
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A guide to the concepts and applications of computer graphics covers such topics as interaction techniques, dialogue design, and user interface software.

A Hitchhiker S Guide To Virtual Reality

Author: Karen McMenemy
Publisher: CRC Press
ISBN: 1568814771
Size: 54.49 MB
Format: PDF, Mobi
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A Hitchhiker's Guide to Virtual Reality brings together under one cover all the aspects of graphics, video, audio, and haptics that have to work together to make virtual reality a reality. Like any good guide, it reveals the practical things you need to know, from the viewpoint of authors who have been there. This two-part guide covers the science, technology, and mathematics of virtual reality and then details its practical implementation. The first part looks at how the interface between human senses and technology works to create virtual reality, with a focus on vision, the most important sense in virtual reality. The second part of the book is tightly integrated with an accompanying CD, which contains the programs for more than 30 virtual reality projects, ranging in scope from a tool that simulates virtual sculpting to a suite of software for the control of a four-projector immersive virtual environment.

3 D Graphics Programming With Opengl

Author: Clayton Walnum
Publisher:
ISBN:
Size: 67.33 MB
Format: PDF, ePub, Docs
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Readers will discover that they too can write programs using sophisticated 3D graphics that include shading, lighting, and texturing effects, and they don't have to be math majors to do it! This book includes a gentle introduction to 3D graphics principles, and then moves into how OpenGL programs are written under Visual C++ and Windows 95/NT.

Computational Geometry In C

Author: Joseph O'Rourke
Publisher: Cambridge University Press
ISBN: 9780521649766
Size: 61.58 MB
Format: PDF, Docs
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This is the newly revised and expanded edition of the popular introduction to the design and implementation of geometry algorithms arising in areas such as computer graphics, robotics, and engineering design. The second edition contains material on several new topics, such as randomized algorithms for polygon triangulation, planar point location, 3D convex hull construction, intersection algorithms for ray-segment and ray-triangle, and point-in-polyhedron. A new "Sources" chapter points to supplemental literature for readers needing more information on any topic. A novel aspect is the inclusion of working C code for many of the algorithms, with discussion of practical implementation issues. The self-contained treatment presumes only an elementary knowledge of mathematics, but reaches topics on the frontier of current research, making it a useful reference for practitioners at all levels. The code in this new edition is significantly improved from the first edition, and four new routines are included. Java versions for this new edition are also available. All code is accessible from the book's Web site (http://cs.smith.edu/~orourke/) or by anonymous ftp.

3d Game Engine Design

Author: David H. Eberly
Publisher: Taylor & Francis US
ISBN: 9781558605930
Size: 13.91 MB
Format: PDF, Kindle
View: 175
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Now considered an essential reference in the game industry, 3D Game Engine Design is the first book to go beyond basic descriptions of algorithms and accurately demonstrate the complex engineering process required to design and build a real-time graphics engine to support physical realism. Faster algorithms will always win out over faster processors and assembly-language optimization techniques. Implementing those algorithms, however, can be a challenge for even experienced programmers. This book provides rigorous explanations and derivations of all the essential concepts and techniques. Ideas are revealed step by step with numerous code examples and illustrations. Source code implementations are included on the companion CD-ROM to help you understand the full progression from idea, to algorithm, to working code. Since algorithms are not used in isolation, the source code for a complete engine is provided to bring crucial context to the implementations. This book and CD-ROM offer the most comprehensive professional reference available for the development of 3D game engines.