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Presents an introduction to computer graphics and geometric modeling. Emphasizing high-level algorithms, this book focuses on standard graphics, modeling, and mathematical methods, including ray tracing, polygon shading, radiosity, fractals, freeform curves and surfaces, vector methods, and transformation techniques.
This text explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. Requiring only basic knowledge of analytic geometry, linear algebra, and C++, the book guides students through the OpenGL pipeline and gives them a firm foundation in today¿s high-performance graphics. Using one consistent example, it leads them step by step from simple rendering to animation to lighting and bumpmapping. Source code and examples are available on the book¿s CRC Press web page.
Taking a novel, more appealing approach than current texts, this book presents an easy-to-read introduction to computer graphics and geometric modeling. Emphasizing high-level algorithms, it focuses on standard graphics, modeling, and mathematical methods, including ray tracing, polygon shading, radiosity, fractals, freeform curves and surfaces, vector methods, and transformation techniques. The author begins with fractals first rather than typical line drawing algorithms and also brings back the turtle from obscurity to introduce several major concepts in computer graphics. The text includes many exercises and programming projects and offers a website with PowerPoint slides.
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