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03728nam a22003017a 4500 |
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AR-BaUNH |
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20230513063107.0 |
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230208s2021 us ado |r|||| 001 0 eng d |
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|a 9781138583207
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|a AR-BaUNH
|b spa
|c AR-BaUNH
|d AR-BaUNH
|e aacr
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082 |
1 |
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|a 005.6
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1 |
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|9 6486
|a Ganovelli, Fabio
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100 |
1 |
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|9 6487
|a Corsini, Massimiliano
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100 |
1 |
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|9 6488
|a Pattanaik, Sumanta
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100 |
1 |
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|9 6489
|a Benedetto, Marco Di
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245 |
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|a Introduction to Computer Graphics :
|b a Practical Learnig Approach
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250 |
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|a 1a ed. 2a reimp.
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260 |
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|a Florida :
|b CRC Press,
|c 2021.
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300 |
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|a 375 p. ;
|c 24 cm.
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505 |
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|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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|a INFORMÁTICA
|9 1376
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|9 6491
|a SOFTWARE
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650 |
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|9 6495
|a DISEÑO POR COMPUTADORA
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650 |
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7 |
|a Animación por computadora
|9 6479
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650 |
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|a CETI
|9 6648
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900 |
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|a Bruno
|b Bruno
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942 |
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|2 ddc
|c LIBROS
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999 |
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|c 4630
|d 4632
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