Introduction to Computer Graphics - Figures Slides
A Practical Learning Approach
Chapman and Hall/CRC (Publisher)
Published on 5. November 2014
Other
Undefined
978-1-4822-0100-0 (ISBN)
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Article not available for order
Description
This classroom-tested text presents the fundamentals of graphics in an interactive and engaging way. Using the authors' simple client-server framework called EnvyMyCar, the book guides students through key concepts in computer graphics while explaining step by step how to write code and implement the rendering engine for an interactive car race game. It includes exercises in each chapter and uses JavaScript and WebGL throughout. Building on the concepts and theory presented in the text, students can create an increasingly sophisticated rendering of the race by the end of each chapter.
More details
Language
English
Publishing group
Taylor & Francis
Target group
Upper undergraduate and graduate students in computer graphics; researchers in computer graphics.
ISBN-13
978-1-4822-0100-0 (9781482201000)
Schweitzer Classification
Persons
Author
Institute of Information and Science Technologies, CNR, Pisa, Italy
Institute of Information and Science Technologies, CNR, Pisa, Italy
University of Central Florida, Orlando, USA
Institute of Information and Science Technologies, CNR, Pisa, Italy
Content
What Real-Time Rendering Is
Computer graphics basics
Ray tracing
Rasterization-based pipeline
Evolution of the modern graphics hardware
Graphics programming
Meet EnvyMyCar (NVMC)
The architecture
Description of the world in NVMC
Developing a NVMC client
How a 3D Model is Represented
Polygonal meshes
Implicit surfaces
Parametric surfaces
Voxels
Constructive solid geometry (CSG)
Subdivision surfaces
Mesh Implementation
Upgrade your client: making of the world
Self-exercises
Geometric Transformations
Geometric entities
Geometric transformations
Affine transformations
Frames
The third dimension
Viewing transformations
Summing up
Upgrade your client
Manipulation: make a virtual trackball
Upgrade your client: move things around
Self-exercises
Hidden Surface Removal (HSR)
Back-face culling
Object-space and Image-space algorithms
Depth sorting
Z-buffer
Upgrade your client: improve FPS
Self-exercises
Lighting and Shading
Radiometry in a nutshell
The rendering equation
Global illumination vs. local illumination
Phong illumination model
Shading
Light types
Self-exercises: Play with day, sunset and night
Texturing
Texturing
Texture mapping
Texture coordinates generation
Texturing for adding detail to geometry
Self-exercises
Shadows
Hard and soft shadows
Shadow mapping
Other shadows techniques
Image-Based Rendering
Introduction
Impostors techniques
Billboarding
Multi-Layered impostor
Uses of impostors
Particle system
Self-exercises
GPU Techniques
Shaders
Advanced illumination
Non-photorealistic rendering
Render-to-texture
Deferred shading
Self-exercises
Many Many 3D Objects
Exploiting hardware
Space indexing data structures
Upgrade your client: a complex circuit with many moving 3D objects
Self-exercises
Gobal Illumination
Ray tracing
Multi-pass algorithms
Computer graphics basics
Ray tracing
Rasterization-based pipeline
Evolution of the modern graphics hardware
Graphics programming
Meet EnvyMyCar (NVMC)
The architecture
Description of the world in NVMC
Developing a NVMC client
How a 3D Model is Represented
Polygonal meshes
Implicit surfaces
Parametric surfaces
Voxels
Constructive solid geometry (CSG)
Subdivision surfaces
Mesh Implementation
Upgrade your client: making of the world
Self-exercises
Geometric Transformations
Geometric entities
Geometric transformations
Affine transformations
Frames
The third dimension
Viewing transformations
Summing up
Upgrade your client
Manipulation: make a virtual trackball
Upgrade your client: move things around
Self-exercises
Hidden Surface Removal (HSR)
Back-face culling
Object-space and Image-space algorithms
Depth sorting
Z-buffer
Upgrade your client: improve FPS
Self-exercises
Lighting and Shading
Radiometry in a nutshell
The rendering equation
Global illumination vs. local illumination
Phong illumination model
Shading
Light types
Self-exercises: Play with day, sunset and night
Texturing
Texturing
Texture mapping
Texture coordinates generation
Texturing for adding detail to geometry
Self-exercises
Shadows
Hard and soft shadows
Shadow mapping
Other shadows techniques
Image-Based Rendering
Introduction
Impostors techniques
Billboarding
Multi-Layered impostor
Uses of impostors
Particle system
Self-exercises
GPU Techniques
Shaders
Advanced illumination
Non-photorealistic rendering
Render-to-texture
Deferred shading
Self-exercises
Many Many 3D Objects
Exploiting hardware
Space indexing data structures
Upgrade your client: a complex circuit with many moving 3D objects
Self-exercises
Gobal Illumination
Ray tracing
Multi-pass algorithms