Computer graphics user's guide

by Andrew S. Glassner

Paper Book, 1984

Status

Available

Call number

001.64/43

Library's review

Indeholder "Preface", "Introduction", "1. Approaches to Modeling", " What Is a Computer Model?", " Interactive Versus Prepared Modeling", " Additive Versus Subtractive Modeling", " Line Drawings and Shaded Drawings", " Static Versus Dynamic Display", " Static Versus Dynamic Models", " Physical
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Systems (Hardware)", " Summary", "2. Geometry", " Definitions", " Orientation of Coordinate Systems", " Angles, Radians, and Degrees", " Derivatives and Tangency", " Translation, Rotation, and Scaling (Translations)", " Vectors", " Summary", "3. Computer and Mathematical Concepts", " Bits, Bytes, and Words", " Memory Types", " Numbers as Attributes", " Interpolation", " Random Numbers", " Summary", "4. Surfaces in Space and Lighting", " Surfaces", " Hidden Surfaces", " Surface Normals", " Lighting Models", " Summary", "5. Polygons and Surface Shading", " Polygons: A Working Definition", " How to Model a Polygon", " Shading: An Overview", " Problems With Polygonal Models", " Summary", "6. Mapping", " Picture and Bump Mapping", " Shading Mapped Surfaces", " Applying Textures", " Summary", "7. Fractals", " Some Background", " An Airplane Ride", " Some Characteristics of Fractals", " How Computer Graphics Fractals Are Made", " Summary", "8. Curved Surfaces", " Shading and Definition", " Quadric Surfaces", " Summary", "9. Model Making", " Describing a Complex Object", " Instancing", " Articulation Trees", " Summary", "10. Real-World Rendering", " Object Space and Screen Space", " Projections and Perspective", " Output Techniques", " Summary", "11. Raster Rendering", " Frame Buffers", " Color Maps", " Frame Buffers With More Than Eight Bits", " Z-Buffers", " Z-Buffer Algorithm Problems", " Z-Buffer Algorithm Advantages", " Types of Rendering Algorithms", " Aliasing and Motion Blur", " Ray Tracing", " Summary", "12. Animation", " Persistence of Vision", " Conventional Two-Dimensional Animation", " Rotoscoping", " Mixed Media", " An Overview of Two-Dimensional Computer-Assisted Animation", " An Overview of Three-Dimensional Computer-Assisted Animation", " New Frontiers Offered by Computer Animation", " Summary", "13. Production Techniques", " Transitions", " Pans and Zooms", " Blurring, Edging, and Some Special Effects", " Mattes and Matting", " The Future", " Summary", "Index".

Sjovt at se tilbage på denne bog 40 år efter. Der er sket vildt meget, men det er stadig state-of-the-art at lave real-time rendering af fx en by, som Unity motoren er ved at kunne. Ifølge forordet er bogen skrevet i "vi" på en VAX 11/780 computer. De fleste af billederne er 640x512 eller 320x256.
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Publication

Indianapolis, Ind. : H.W. Sams, c1984.

Description

An Introduction to Basic Geometry & Fundamental Computing, Covers Techniques & Processes for Turning Ideas into High-Resolution Graphics Programs

Language

Original language

English

Physical description

239 p.; 23.4 cm

ISBN

0672220644 / 9780672220647

Local notes

Omslag: Ikke angivet
Omslaget viser seks femkantede farvede ringe i en kæde på sort baggrund
Indskannet omslag - N650U - 150 dpi
Illustrationer: T. R. Emrick
Side 6: .. offered the use of his existing software, which performed flawlessly when used as advertised.
Side 7: This book does not cover the mathematics necessary to write the computer programs, but provides a solid explanation of everything that these mathematics do.

Pages

239

Library's rating

Rating

(1 rating; 4)

DDC/MDS

001.64/43
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