Computer Graphics

Computer Graphics PDF Author: Robert D. Parslow
Publisher: Springer Science & Business Media
ISBN: 1468485865
Category : Computers
Languages : en
Pages : 234

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Book Description
About four or five years ago one began to hear about the enormous interest being taken in on-line consoles and displays. Nothing much was done with them, but computer men felt that this was the way computing ought to go: one might dispense with cards, and overcome many of the problems of man-machine communication. It quickly appeared that, as with computers, there had been a great under estimation of the amount of work involved, of the difficulties of programming, and of the cost. So it began to emerge that graphics was not the ultimate answer, in spite of superb demonstrations where one might watch a square being converted into a cube and then rotated. But my mind goes back to 1951 and the first computers. There, there were demonstrations of arithmetic speed and storage facility; but not much idea of actual use. However, we now understand how to use computers, and in the last year or two, significant developments in the field of graphics have led to genuine applications, and economic benefits. The equipment is still expensive, but it is becoming cheaper, more uses are being found, and f believe that we are just at the stage when the subject is gaining momentum, to become, like computers, a field of immense importance.

Computer Graphics

Computer Graphics PDF Author: Robert D. Parslow
Publisher: Springer Science & Business Media
ISBN: 1468485865
Category : Computers
Languages : en
Pages : 234

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Book Description
About four or five years ago one began to hear about the enormous interest being taken in on-line consoles and displays. Nothing much was done with them, but computer men felt that this was the way computing ought to go: one might dispense with cards, and overcome many of the problems of man-machine communication. It quickly appeared that, as with computers, there had been a great under estimation of the amount of work involved, of the difficulties of programming, and of the cost. So it began to emerge that graphics was not the ultimate answer, in spite of superb demonstrations where one might watch a square being converted into a cube and then rotated. But my mind goes back to 1951 and the first computers. There, there were demonstrations of arithmetic speed and storage facility; but not much idea of actual use. However, we now understand how to use computers, and in the last year or two, significant developments in the field of graphics have led to genuine applications, and economic benefits. The equipment is still expensive, but it is becoming cheaper, more uses are being found, and f believe that we are just at the stage when the subject is gaining momentum, to become, like computers, a field of immense importance.

Computer Graphics Techniques

Computer Graphics Techniques PDF Author: David F. Rogers
Publisher: Springer Science & Business Media
ISBN: 9780387972374
Category : Computers
Languages : en
Pages : 562

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Book Description
In the third paper in this chapter, Mike Pratt provides an historical intro duction to solid modeling. He presents the development of the three most freqently used techniques: cellular subdivision, constructive solid modeling and boundary representation. Although each of these techniques devel oped more or less independently, today the designer's needs dictate that a successful system allows access to all of these methods. For example, sculptured surfaces are generally represented using a boundary represen tation. However, the design of a complex vehicle generally dictates that a sculptured surface representation is most efficient for the 'skin' while constructive solid geometry representation is most efficent for the inter nal mechanism. Pratt also discusses the emerging concept of design by 'feature line'. Finally, he addresses the very important problem of data exchange between solid modeling systems and the progress that is being made towards developing an international standard. With the advent of reasonably low cost scientific workstations with rea sonable to outstanding graphics capabilities, scientists and engineers are increasingly turning to computer analysis for answers to fundamental ques tions and to computer graphics for present~tion of those answers. Although the current crop of workstations exhibit quite impressive computational ca pability, they are still not capable of solving many problems in a reasonable time frame, e. g. , executing computational fluid dynamics and finite element codes or generating complex ray traced or radiosity based images. In the sixth chapter Mike Muuss of the U. S.

Essential Computer Graphics Techniques for Modeling, Animating, and Rendering Biomolecules and Cells

Essential Computer Graphics Techniques for Modeling, Animating, and Rendering Biomolecules and Cells PDF Author: Giorgio Luciano
Publisher: CRC Press
ISBN: 0429624115
Category : Computers
Languages : en
Pages : 242

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Book Description
The book helps readers develop fundamental skills in the field of biomedical illustrations with a training approach based on step-by-step tutorials with a practical approach. Medical/scientific illustration mainly belongs to professionals in the art field or scientists trying to create artistic visualization. There is not a merging between the two, even if the demand is high. This leads to accurate scientific images with no appeal (or trivial mistakes), or appealing CSI-like images with huge scientific mistakes. This gives the fundamentals to the scientist so they can apply CG techniques that give a more scientific approach creating mistake-free images. Key Features This book provides a reference where none exist. Without overwhelming the reader with software details it teaches basic principles to give readers to fundamentals to create. Demonstrates professional artistic tools used by scientists to create better images for their work. Coverage of lighting and rendering geared specifically for scientific work that is toturoal based with a practical approach. Included are chapter tutorials, key terms and end of chapter references for Art and Scientific References for each chapter.

Mathematical Insights into Advanced Computer Graphics Techniques

Mathematical Insights into Advanced Computer Graphics Techniques PDF Author: Yoshinori Dobashi
Publisher: Springer
ISBN: 9811328501
Category : Technology & Engineering
Languages : en
Pages : 163

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Book Description
This book presents cutting-edge developments in the advanced mathematical theories utilized in computer graphics research – fluid simulation, realistic image synthesis, and texture, visualization and digital fabrication. A spin-off book from the International Symposium on Mathematical Progress in Expressive Image Synthesis in 2016 and 2017 (MEIS2016/2017) held in Fukuoka, Japan, it includes lecture notes and an expert introduction to the latest research presented at the symposium. The book offers an overview of the emerging interdisciplinary themes between computer graphics and driven mathematic theories, such as discrete differential geometry. Further, it highlights open problems in those themes, making it a valuable resource not only for researchers, but also for graduate students interested in computer graphics and mathematics.

Artificial Intelligence Techniques for Computer Graphics

Artificial Intelligence Techniques for Computer Graphics PDF Author: Dimitri Plemenos
Publisher: Springer Science & Business Media
ISBN: 3540851275
Category : Mathematics
Languages : en
Pages : 220

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Book Description
The purpose of this volume is to present current work of the Intelligent Computer Graphics community, a community growing up year after year. Indeed, if at the beg- ning of Computer Graphics the use of Artificial Intelligence techniques was quite unknown, more and more researchers all over the world are nowadays interested in intelligent techniques allowing substantial improvements of traditional Computer Graphics methods. The other main contribution of intelligent techniques in Computer Graphics is to allow invention of completely new methods, often based on automation of a lot of tasks assumed in the past by the user in an imprecise and (human) time consuming manner. The history of research in Computer Graphics is very edifying. At the beginning, due to the slowness of computers in the years 1960, the unique research concern was visualisation. The purpose of Computer Graphics researchers was to find new visua- sation algorithms, less and less time consuming, in order to reduce the enormous time required for visualisation. A lot of interesting algorithms were invented during these first years of research in Computer Graphics. The scenes to be displayed were very simple because the computing power of computers was very low. So, scene modelling was not necessary and scenes were designed directly by the user, who had to give co-ordinates of vertices of scene polygons.

Advanced Methods in Computer Graphics

Advanced Methods in Computer Graphics PDF Author: Ramakrishnan Mukundan
Publisher: Springer Science & Business Media
ISBN: 1447123395
Category : Computers
Languages : en
Pages : 319

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Book Description
This book brings together several advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering. The book is designed for final-year undergraduate or first-year graduate students, who are already familiar with the basic concepts in computer graphics and programming. It aims to provide a good foundation of advanced methods such as skeletal animation, quaternions, mesh processing and collision detection. These and other methods covered in the book are fundamental to the development of algorithms used in commercial applications as well as research.

Computer Visualization

Computer Visualization PDF Author: Richard S. Gallagher
Publisher: CRC Press
ISBN: 1000939812
Category : Computers
Languages : en
Pages : 328

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Book Description
Rapid advances in 3-D scientific visualization have made a major impact on the display of behavior. The use of 3-D has become a key component of both academic research and commercial product development in the field of engineering design. Computer Visualization presents a unified collection of computer graphics techniques for the scientific visualization of behavior. The book combines a basic overview of the fundamentals of computer graphics with a practitioner-oriented review of the latest 3-D graphics display and visualization techniques. Each chapter is written by well-known experts in the field. The first section reviews how computer graphics visualization techniques have evolved to work with digital numerical analysis methods. The fundamentals of computer graphics that apply to the visualization of analysis data are also introduced. The second section presents a detailed discussion of the algorithms and techniques used to visualize behavior in 3-D, as static, interactive, or animated imagery. It discusses the mathematics of engineering data for visualization, as well as providing the current methods used for the display of scalar, vector, and tensor fields. It also examines the more general issues of visualizing a continuum volume field and animating the dimensions of time and motion in a state of behavior. The final section focuses on production visualization capabilities, including the practical computational aspects of visualization such as user interfaces, database architecture, and interaction with a model. The book concludes with an outline of successful practical applications of visualization, and future trends in scientific visualization.

Computer Graphics

Computer Graphics PDF Author: Richard D. Parslow
Publisher:
ISBN:
Category :
Languages : en
Pages : 247

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Book Description


Computer Animation

Computer Animation PDF Author: Rick Parent
Publisher: Elsevier
ISBN: 0080553850
Category : Computers
Languages : en
Pages : 624

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Book Description
Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing. New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more! Companion site with animation clips drawn from research & entertainment and code samples Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique

Computer Graphics from Scratch

Computer Graphics from Scratch PDF Author: Gabriel Gambetta
Publisher: No Starch Press
ISBN: 1718500769
Category : Computers
Languages : en
Pages : 250

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Book Description
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.