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Computer graphics : theory and practice / Jonas Gomes, Luis Velho, Mario Costa Sousa.

By: Contributor(s): Material type: TextTextPublisher: Boca Raton, Fla. : AK Peters/Taylor & Francis, 2012Description: xx, 524 pages : illustrations ; 25 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
ISBN:
  • 9781568815800 (hardback)
Subject(s): DDC classification:
  • 006.6 G.J.C 23
LOC classification:
  • T385 .G649 2012
Online resources:
Contents:
IntroductionData, Images, and Computer GraphicsApplications of Computer Graphics The Four-Universe Paradigm Example Models: Terrains and Two-Dimensional ImagesReconstruction A Practical Problem Image Making: The Physical and Mathematical Universes Comments and ReferencesExercisesGeometryWhat Is a Geometry? Transformations and Computer Graphics Euclidean GeometryAffine GeometryThe Geometry of Computer GraphicsThe Projective Space Projective Transformations The Fundamental Theorem of Projective Geometry Projections and Projective GeometryComments and ReferencesExercises CoordinatesAffine Transformations and Coordinate ChangesLocal and Global TransformationsCoordinates in SpaceCurvilinear Coordinates Comments and ReferencesExercises The Space of RotationsPlane Rotations Introduction to Rotations in SpaceAxis and Angle of Rotation Parameterization by Three Rotation Angles Interpolation of RotationsPause for Commercials QuaternionsConverting between RepresentationsComments and ReferencesExercisesColorColor in the Physical Universe Spectral Color Space Color Representation and ReconstructionPhysical Color Systems TristimulusValues and Metameric ReconstructionThe Standard CIE-RGB System The Geometry of Color SpaceThe CIE-XYZ Color System Dominant Wavelength and Complementary ColorsColor Systems and Computer Graphics Comments and ReferencesExercises ImageImage Abstraction Paradigms Image Representation Matrix Representation and ReconstructionElements of a Digital ImageColor and Image QuantizationQuantization and Cell GeometryAdaptive
Quantization Methods Optimization and QuantizationDithering Dithering Algorithms Quantization and DitheringImage Coding Comments and ReferencesExercises Planar Graphics ObjectsGraphics Objects Planar Graphics Objects Polygonal Curves and TriangulationRepresentation of Curves and RegionsRasterizationRepresentation, Sampling, and InterpolationViewing Planar Graphic ObjectsTwo-Dimensional Clipping Viewing Operations Comments and ReferencesExercises Spatial Graphics ObjectsDigital Geometry ProcessingSpatial Curves Surfaces Volumetric Objects Triangulations and Polyhedral SurfacesRepresentation of Parametric SurfacesRepresentation of Implicit Surfaces Representation of Volumetric ObjectsComments and ReferencesExercisesHierarchiesObjects with HierarchyHierarchy of Articulated ObjectsHierarchy of the Human BodyCurrent Transformation and Data StructureHierarchies of Composed ObjectsPartitioning Trees (BSP-Trees) Classification and Search using BSP-TreesComments and ReferencesExercises Geometric ModelingModeling and RepresentationCSG Representation Conversion between RepresentationsGenerative Modeling Modeling SystemsOperations with Models Comments and ReferencesExercises Virtual CameraA Basic ModelViewing Coordinate SystemsVirtual Camera ParametersViewing Operations Other Camera Models Camera Specification Comments and ReferencesExercisesClippingClassification, Partitioning, and Clipping Clipping Applications Clipping
Acceleration Clipping MethodologyTwo-Dimensional ClippingClipping a Segment against the Virtual ScreenPolygon Clipping Three-Dimensional ClippingClipping and Viewing Comments and ReferencesExercisesVisibilityVisibility Foundations (YXZ) Algorithms: Visibility with Rasterization(XY)Z Algorithms: Visibility after RasterizationZ(XY) Algorithms: Visibility before RasterizationComments and ReferencesExercisesIlluminationFoundationsThe Nature of LightA Simple Illumination Model Illumination Calculation Ray Tracing Ray Tracing Acceleration Sampling and Ray TracingComments and ReferencesExercisesRasterizationSamplingPoint SamplingArea SamplingComments and ReferencesMappingsMapping Graphics ObjectsTwo-Dimensional Mapping Methods Calculating the Two-Dimensional MappingSome Two-Dimensional Mapping ApplicationsNoise FunctionScalar Noise Gradient Noise Comments and ReferencesExercisesCompositionThe Alpha Channel Composition and Pixel Geometry Composition Algebra Composition of Images and VisibilityComments and ReferencesExercises The Illumination EquationIllumination Model Ray Tracing Method Radiosity Method Comments and ReferencesAppendix: Radiometry and PhotometryBibliography
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Holdings
Item type Current library Collection Call number Copy number Status Date due Barcode
Books Books Main library A2 Computers & Information Technology ( Digital Media Tech. ) 006.6 G.J.C (Browse shelf(Opens below)) Available 00010790
Books Books Main library A2 Computers & Information Technology ( Digital Media Tech. ) 006.6 G.J.C (Browse shelf(Opens below)) 1 Available 00009609
Books Books Main library A2 Computers & Information Technology ( Digital Media Tech. ) 006.6 G.J.C (Browse shelf(Opens below)) 2 Available 00009662

Includes bibliographical references (p. 507-515) and index.

IntroductionData, Images, and Computer GraphicsApplications of Computer Graphics The Four-Universe Paradigm Example Models: Terrains and Two-Dimensional ImagesReconstruction A Practical Problem Image Making: The Physical and Mathematical Universes Comments and ReferencesExercisesGeometryWhat Is a Geometry? Transformations and Computer Graphics Euclidean GeometryAffine GeometryThe Geometry of Computer GraphicsThe Projective Space Projective Transformations The Fundamental Theorem of Projective Geometry Projections and Projective GeometryComments and ReferencesExercises CoordinatesAffine Transformations and Coordinate ChangesLocal and Global TransformationsCoordinates in SpaceCurvilinear Coordinates Comments and ReferencesExercises The Space of RotationsPlane Rotations Introduction to Rotations in SpaceAxis and Angle of Rotation Parameterization by Three Rotation Angles Interpolation of RotationsPause for Commercials QuaternionsConverting between RepresentationsComments and ReferencesExercisesColorColor in the Physical Universe Spectral Color Space Color Representation and ReconstructionPhysical Color Systems TristimulusValues and Metameric ReconstructionThe Standard CIE-RGB System The Geometry of Color SpaceThe CIE-XYZ Color System Dominant Wavelength and Complementary ColorsColor Systems and Computer Graphics Comments and ReferencesExercises ImageImage Abstraction Paradigms Image Representation Matrix Representation and ReconstructionElements of a Digital ImageColor and Image QuantizationQuantization and Cell GeometryAdaptive

Quantization Methods Optimization and QuantizationDithering Dithering Algorithms Quantization and DitheringImage Coding Comments and ReferencesExercises Planar Graphics ObjectsGraphics Objects Planar Graphics Objects Polygonal Curves and TriangulationRepresentation of Curves and RegionsRasterizationRepresentation, Sampling, and InterpolationViewing Planar Graphic ObjectsTwo-Dimensional Clipping Viewing Operations Comments and ReferencesExercises Spatial Graphics ObjectsDigital Geometry ProcessingSpatial Curves Surfaces Volumetric Objects Triangulations and Polyhedral SurfacesRepresentation of Parametric SurfacesRepresentation of Implicit Surfaces Representation of Volumetric ObjectsComments and ReferencesExercisesHierarchiesObjects with HierarchyHierarchy of Articulated ObjectsHierarchy of the Human BodyCurrent Transformation and Data StructureHierarchies of Composed ObjectsPartitioning Trees (BSP-Trees) Classification and Search using BSP-TreesComments and ReferencesExercises Geometric ModelingModeling and RepresentationCSG Representation Conversion between RepresentationsGenerative Modeling Modeling SystemsOperations with Models Comments and ReferencesExercises Virtual CameraA Basic ModelViewing Coordinate SystemsVirtual Camera ParametersViewing Operations Other Camera Models Camera Specification Comments and ReferencesExercisesClippingClassification, Partitioning, and Clipping Clipping Applications Clipping

Acceleration Clipping MethodologyTwo-Dimensional ClippingClipping a Segment against the Virtual ScreenPolygon Clipping Three-Dimensional ClippingClipping and Viewing Comments and ReferencesExercisesVisibilityVisibility Foundations (YXZ) Algorithms: Visibility with Rasterization(XY)Z Algorithms: Visibility after RasterizationZ(XY) Algorithms: Visibility before RasterizationComments and ReferencesExercisesIlluminationFoundationsThe Nature of LightA Simple Illumination Model Illumination Calculation Ray Tracing Ray Tracing Acceleration Sampling and Ray TracingComments and ReferencesExercisesRasterizationSamplingPoint SamplingArea SamplingComments and ReferencesMappingsMapping Graphics ObjectsTwo-Dimensional Mapping Methods Calculating the Two-Dimensional MappingSome Two-Dimensional Mapping ApplicationsNoise FunctionScalar Noise Gradient Noise Comments and ReferencesExercisesCompositionThe Alpha Channel Composition and Pixel Geometry Composition Algebra Composition of Images and VisibilityComments and ReferencesExercises The Illumination EquationIllumination Model Ray Tracing Method Radiosity Method Comments and ReferencesAppendix: Radiometry and PhotometryBibliography

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