Introduction to Computer Graphics : a Practical Learnig Approach

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Detalles Bibliográficos
Autores principales: Ganovelli, Fabio, Corsini, Massimiliano, Pattanaik, Sumanta, Benedetto, Marco Di
Formato: Libro
Lenguaje:Inglés
Publicado: Florida : CRC Press, 2021.
Edición:1a ed. 2a reimp.
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Aporte de:Registro referencial: Solicitar el recurso aquí
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100 1 |9 6489  |a Benedetto, Marco Di 
245 |a Introduction to Computer Graphics :  |b a Practical Learnig Approach 
250 |a 1a ed. 2a reimp. 
260 |a Florida :  |b CRC Press,  |c 2021. 
300 |a 375 p. ;  |c 24 cm. 
505 |a List of figures. -- List of listings. -- Preface. -- WHAT COMPUTER GRAPHICS IS. -- Application domains and areas of computer graphics. -- Color and Images. -- Algorithms to create a raster image from a 3D scene. -- THE FIRST STEPS. -- The application programming interface. -- The WebGL rasterization-base pipeline. -- Programming in the rendering pipelin: your first rendering. -- WebGL supporting libraries. -- Meet NVMC. -- HOW A 3D MODEL IS REPRESENTATED. -- Introduction. -- Polygon Meshes. -- Implicit surfaces. -- Parametric surfaces. -- Voxels. -- Constructive solid geometry (CSG). -- Subdivision surfaces. -- Data structures for polygon meshes. -- The first code: making and showing simple primitives. -- Self-excercises. -- GEOMETRIC TRANSFORMATIONS. -- Geometric entities. -- Basic geometric transformations. -- Affine Transformations. -- Frames. -- Rotations in three dimensions. -- Viewing transformations. -- Transformations in the pipeline. -- Upgrade your client: our first 3D client. -- The code. -- Handling the transformation matrices with a matrix stack. -- Manipulating teh view and the objects. -- Upgrade your client: create the observer camera. -- Self-excercises. -- TURNING VERTICES INTO PIXELS. -- Rasterization. -- Hidden surface removal. -- From fragments to pixels. -- Clipping. -- Culling. -- LIGHTING AND SHADING. -- Light and matter interaction. -- Radiometry in a nutshell. -- Reflectance and BRDF. -- The rendering equation. -- Evaluate the rendering equation. -- Computing the surface normal. -- Light source types. -- Phong illumination model. -- Shading techniques. -- Advanced reflection models. -- Self-excercises. -- TEXTURING. -- Introduction: do we need texture mapping?. -- Basic concepts. -- Texture filtering: from per-fragmernt texture coordinates to per-fragment color. -- Perspective correct interpolation: from per-vertex to per-fragment texture coordinates. -- Upgrade your client: add textures to the terrain, street and buiilding. -- Upgrade your client: Add the rear mirror. -- Texture coordinates generation and enviroment mapping. -- Texture mapping for adding detail to geometry. -- Notes on mesh parametrization. -- 3D textures and their use. -- Self-excercises. -- SHADOWS. -- The shadow phenomenon. -- Shadow mapping. -- Upgrade your client: add shadows. -- Shadow mapping artifacts and limitations. -- Shadow volumes. -- Self-excercises. -- IMAGE-BLEND IMPOSTORS. -- Sprites. -- Billboarding. -- Ray-traced impostors. -- Self-excercises. -- ADVANCED TECHNIQUES. -- Image processing. -- Ambient occlusion. -- Deferred shading. -- Particle systems. -- Self-excercises. -- GLOBAL ILLUMINATION. -- Ray tracing. -- Multi-pass algorithms. -- NVMC CLASS. -- Elements of the scene. -- Players. -- PROPERTIES OF VECTOR PRODUCTS. -- Dot product. -- Vector product. -- Bibliography. -- Index. 
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