Computer Graphics From Scratch

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Computer Graphics From Scratch
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Author : Gabriel Gambetta
language : en
Publisher: No Starch Press
Release Date : 2021-05-13
Computer Graphics From Scratch written by Gabriel Gambetta and has been published by No Starch Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-13 with Computers categories.
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.
3d Math Primer For Graphics And Game Development 2nd Edition
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Author : Fletcher Dunn
language : en
Publisher: CRC Press
Release Date : 2011-11-02
3d Math Primer For Graphics And Game Development 2nd Edition written by Fletcher Dunn and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-11-02 with Computers categories.
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.
Learning Vulkan
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Author : Parminder Singh
language : en
Publisher: Packt Publishing Ltd
Release Date : 2016-12-15
Learning Vulkan written by Parminder Singh and has been published by Packt Publishing Ltd this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-12-15 with Computers categories.
Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan Key Features Get started with the Vulkan API and its programming techniques using the easy-to-follow examples to create stunning 3D graphics Understand memory management in Vulkan and implement image and buffer resources Get hands-on with the drawing process and synchronization, and render a 3D graphics scene with the Vulkan graphics pipeline Book DescriptionVulkan, the next generation graphics and compute API, is the latest offering by Khronos. This API is the successor of OpenGL and unlike OpenGL, it offers great flexibility and high performance capabilities to control modern GPU devices. With this book, you'll get great insights into the workings of Vulkan and how you can make stunning graphics run with minimum hardware requirements. We begin with a brief introduction to the Vulkan system and show you its distinct features with the successor to the OpenGL API. First, you will see how to establish a connection with hardware devices to query the available queues, memory types, and capabilities offered. Vulkan is verbose, so before diving deep into programing, you’ll get to grips with debugging techniques so even first-timers can overcome error traps using Vulkan’s layer and extension features. You’ll get a grip on command buffers and acquire the knowledge to record various operation commands into command buffer and submit it to a proper queue for GPU processing. We’ll take a detailed look at memory management and demonstrate the use of buffer and image resources to create drawing textures and image views for the presentation engine and vertex buffers to store geometry information. You'll get a brief overview of SPIR-V, the new way to manage shaders, and you'll define the drawing operations as a single unit of work in the Render pass with the help of attachments and subpasses. You'll also create frame buffers and build a solid graphics pipeline, as well as making use of the synchronizing mechanism to manage GPU and CPU hand-shaking. By the end, you’ll know everything you need to know to get your hands dirty with the coolest Graphics API on the block.What you will learn Implement device, command buffer and queues to get connected with the physical hardware Get a grip on memory management to control host and device memory operations Understand and implement buffer and image resource types in Vulkan Define drawing operations in the Render pass and implement graphics pipeline Learn the drawing process, manage resources with synchronization objects and render 3D scene output on screen with Swapchain Bring realism to your rendered 3D scene with textures, and implement linear and optimal textures Who this book is for This book is ideal for graphic programmers who want to get up and running with Vulkan. It’s also great for programmers who have experience with OpenGL and other graphic APIs who want to take advantage of next generation APIs. A good knowledge of C/C++ is expected.
Geometric Tools For Computer Graphics
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Author : Philip Schneider
language : en
Publisher: Elsevier
Release Date : 2002-10-10
Geometric Tools For Computer Graphics written by Philip Schneider and has been published by Elsevier this book supported file pdf, txt, epub, kindle and other format this book has been release on 2002-10-10 with Computers categories.
Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more. If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices. Features - Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors. - Covers problems relevant for both 2D and 3D graphics programming. - Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you. - Provides the math and geometry background you need to understand the solutions and put them to work. - Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode. - Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.* Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.* Covers problems relevant for both 2D and 3D graphics programming.* Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.* Provides the math and geometry background you need to understand the solutions and put them to work.* Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.* Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.
An Introduction To Ray Tracing
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Author : Andrew S. Glassner
language : en
Publisher: Elsevier
Release Date : 1989-06-01
An Introduction To Ray Tracing written by Andrew S. Glassner and has been published by Elsevier this book supported file pdf, txt, epub, kindle and other format this book has been release on 1989-06-01 with Computers categories.
The creation of ever more realistic 3-D images is central to the development of computer graphics. The ray tracing technique has become one of the most popular and powerful means by which photo-realistic images can now be created. The simplicity, elegance and ease of implementation makes ray tracing an essential part of understanding and exploiting state-of-the-art computer graphics.An Introduction to Ray Tracing develops from fundamental principles to advanced applications, providing "how-to" procedures as well as a detailed understanding of the scientific foundations of ray tracing. It is also richly illustrated with four-color and black-and-white plates. This is a book which will be welcomed by all concerned with modern computer graphics, image processing, and computer-aided design. - Provides practical "how-to" information - Contains high quality color plates of images created using ray tracing techniques - Progresses from a basic understanding to the advanced science and application of ray tracing
Design Animate And Create With Computer Graphics
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Author : Max Wainewright
language : en
Publisher:
Release Date : 2017
Design Animate And Create With Computer Graphics written by Max Wainewright and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017 with Computer drawing categories.
Learn how to design, animate and create incredible computer graphics using free software. With easy-to-follow, illustrated step-by-step instructions, create all types of projects, from Pop Art posters and photo cubes to game animations and a 3D city. Inspiration is offered from key artists, from the graffiti art of Banksy to the geometric art of Piet Mondrian. Each of the five chapters focuses on a key area of computer graphics, explaining the concepts and how to use the software, then offering projects that progress in difficulty from simple to "wow". Instructions are always easy to understand, with possible areas of confusion picked out.
Computer Graphics From Scratch
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Author : Gabriel Gambetta
language : en
Publisher:
Release Date : 2021
Computer Graphics From Scratch written by Gabriel Gambetta and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021 with categories.
Computer graphics are at work everywhere today, adding eye-popping details to video games, hyper-realistic CGI to major blockbusters, and life-like imagery to computer-animated films. This beginners book will introduce you to a core slice of this ever-expanding field, 3D rendering, with a focus on two popular algorithmic methods: raytracing and rasterization. Written to be easily understood by high-school students but rigorous enough for professional engineers, you'll build each of these surprisingly simple algorithms into complete, fully functional renderers as you build your knowledge base. The first half covers raytracing, which simulates rays of light as they bounce off of objects in a scene; the second half breaks down rasterization, the real-time process for converting 3D graphics into a screen-compatible array of 2D pixels. Every chapter gives you something visually new and exciting to add to your works-in-progress, from creating reflections and shadows that make objects look more realistic, to rendering a scene from any directional point of view. You'll learn how to: •Represent objects in a scene, and use perspective projection to draw them in •Compute the illumination for light sources (point, directional, and ambient) •Render mirror-like reflections on surfaces, and cast shadows for depth •Use clipping algorithms to render a scene from any camera position •Implement flat shading, Gouraud shading, and Phong shading algorithms •""Paint” textures that fake surface details and turn shapes into everyday objects The book uses informal pseudocode throughout the text, so you can write your renderers in any language. In addition, the author provides links to live working versions of his algorithms.
Hello Scratch
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Author : Gabriel Ford
language : en
Publisher: Manning Publications
Release Date : 2017-12-07
Hello Scratch written by Gabriel Ford and has been published by Manning Publications this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-12-07 with Computers categories.
Summary Hello, Scratch! is a how-to book that helps parents and kids work together to learn programming skills by creating new versions of old retro-style arcade games with Scratch. Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology Can 8-year-olds write computer programs? You bet they can! In Scratch, young coders use colorful blocks and a rich graphical environment to create programs. They can easily explore ideas like input and output, looping, branching, and conditionals. Scratch is a kid-friendly language created by MIT that is a safe and fun way to begin thinking like a programmer, without the complexity of a traditional programming language. About the Book Hello Scratch! guides young readers through five exciting games to help them take their first steps in programming. They'll experiment with key ideas about how a computer program works and enjoy the satisfaction of immediate success. These carefully designed projects give readers plenty of room to explore by imagining, tinkering, and personalizing as they learn. What's Inside Learn by experimentation Learn to think like a programmer Build five exciting, retro-style games Visualize the organization of a program About the Readers Written for kids 8-14. Perfect for independent learning or working with a parent or teacher. About the Authors Kids know how kids learn. Sadie and Gabriel Ford, 12-year-old twins and a formidable art and coding team, wrote this book with editing help from their mother, author Melissa Ford! Table of Contents PART 1 - SETTING UP THE ARCADE Getting to know your way around Scratch Becoming familiar with the Art Editor Meeting Scratch's key blocks through important coding concepts PART 2 - TURNING ON THE MACHINES Designing a two-player ball-and-paddle game Using conditionals to build a two-player ball-and-paddle game PART 3 - CODING AND PLAYING GAMES Designing a fixed shooter Using conditionals to build your fixed shooter Designing a one-player ball-and-paddle game Using variables to build your one-player ball-and-paddle game Designing a simple platformer Using X and Y coordinates to make a simple platformer Making a single-screen platformer Using arrays and simulating gravity in a single-screen platformer Becoming a game maker
Game Programming In C
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Author : Sanjay Madhav
language : en
Publisher: Addison-Wesley Professional
Release Date : 2018
Game Programming In C written by Sanjay Madhav and has been published by Addison-Wesley Professional this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018 with Computers categories.
You can program games in many languages, but C++ remains the key language used by many leading development studios. Since it's the language used in their enormous code bases, it's the language they need to maintain and improve their games, and look for most often when hiring new developers. Game Programming in C++ is today's practical, hands-on approach to programming 3D video games in C++. Drawing on the author's pioneering experience teaching game development at USC, it guides you through all key concepts hands-on, and helps you deepen your expertise through several start-to-finish, in-depth game projects. Author Sanjay Madhav introduces core concepts one at a time, in an easy-to-digest fashion, paying special attention to the math that professional game developers need to know. Step by step, you'll become increasingly comfortable with real-world C++ game development, and learn how to use C++ in all facets of game programming, including graphics, physics, AI, audio, camera systems, animations, and more.
Computer Graphics From Scratch
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Author : Gabriel Gambetta
language : en
Publisher: No Starch Press
Release Date : 2021-05-18
Computer Graphics From Scratch written by Gabriel Gambetta and has been published by No Starch Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-18 with Computers categories.
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.