Computer Graphics 1st Edition by Martin J. Davis – Ebook PDF Instant Download/DeliveryISBN: 161761811X, 978-1617618116
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ISBN-10 : 161761811X
ISBN-13 : 978-1617618116
Author: Martin J. Davis
Computer graphics are graphics created using computers and, more generally, the representation and manipulation of image data by a computer. The development of computer graphics has made computers easier to interact with, and better for understanding and interpreting many types of data. Developments in computer graphics have had a profound impact on many types of media and have revolutionised animation, movies and the video game industry. This book presents current research in the study of computer graphics, including computer graphics and medical image processing utilised in oral and maxillofacial surgery; open-source and freeware tools in computer graphics; fractal geometry in computer graphics and virtual reality; and visual attention in computer graphics.
Computer Graphics 1st Table of contents:
Chapter 1: Introduction
Section 1.1 Painting and Drawing
Section 1.2 Elements of 3D Graphics
Section 1.3 Hardware and Software
Chapter 2: Two-Dimensional Graphics
Section 2.1 Pixels, Coordinates, and Colors
2.1.1 Pixel Coordinates
2.1.2 Real-number Coordinate Systems
2.1.3 Aspect Ratio
2.1.4 Color Models
Section 2.2 Shapes
2.2.1 Basic Shapes
2.2.2 Stroke and Fill
2.2.3 Polygons, Curves, and Paths
Section 2.3 Transforms
2.3.1 Viewing and Modeling
2.3.2 Translation
2.3.3 Rotation
2.3.4 Combining Transformations
2.3.5 Scaling
2.3.6 Shear
2.3.7 Window-to-Viewport
2.3.8 Matrices and Vectors
Section 2.4 Hierarchical Modeling
2.4.1 Building Complex Objects
2.4.2 Scene Graphs
2.4.3 The Transform Stack
Section 2.5 Java Graphics2D
2.5.1 Graphics2D
2.5.2 Shapes
2.5.3 Stroke and Fill
2.5.4 Transforms
2.5.5 BufferedImage and Pixels
Section 2.6 HTML Canvas Graphics
2.6.1 The 2D Graphics Context
2.6.2 Shapes
2.6.3 Stroke and Fill
2.6.4 Transforms
2.6.5 Auxiliary Canvases
2.6.6 Pixel Manipulation
2.6.7 Images
Section 2.7 SVG: A Scene Description Language
2.7.1 SVG Document Structure
2.7.2 Shapes, Styles, and Transforms
2.7.3 Polygons and Paths
2.7.4 Hierarchical Models
2.7.5 Animation
Chapter 3: OpenGL 1.1: Geometry
Section 3.1 Shapes and Colors in OpenGL 1.1
3.1.1 OpenGL Primitives
3.1.2 OpenGL Color
3.1.3 glColor and glVertex with Arrays
3.1.4 The Depth Test
Section 3.2 3D Coordinates and Transforms
3.2.1 3D Coordinates
3.2.2 Basic 3D Transforms
3.2.3 Hierarchical Modeling
Section 3.3 Projection and Viewing
3.3.1 Many Coordinate Systems
3.3.2 The Viewport Transformation
3.3.3 The Projection Transformation
3.3.4 The Modelview Transformation
3.3.5 A Camera Abstraction
Section 3.4 Polygonal Meshes and glDrawArrays
3.4.1 Indexed Face Sets
3.4.2 glDrawArrays and glDrawElements
3.4.3 Data Buffers in Java
3.4.4 Display Lists and VBOs
Section 3.5 Some Linear Algebra
3.5.1 Vectors and Vector Math
3.5.2 Matrices and Transformations
3.5.3 Homogeneous Coordinates
Section 3.6 Using GLUT and JOGL
3.6.1 Using GLUT
3.6.2 Using JOGL
3.6.3 About glsim.js
Chapter 4: OpenGL 1.1: Light and Material
Section 4.1 Introduction to Lighting
4.1.1 Light and Material
4.1.2 Light Properties
4.1.3 Normal Vectors
4.1.4 The OpenGL 1.1 Lighting Equation
Section 4.2 Light and Material in OpenGL 1.1
4.2.1 Working with Material
4.2.2 Defining Normal Vectors
4.2.3 Working with Lights
4.2.4 Global Lighting Properties
Section 4.3 Image Textures
4.3.1 Texture Coordinates
4.3.2 MipMaps and Filtering
4.3.3 Texture Target and Texture Parameters
4.3.4 Texture Transformation
4.3.5 Loading a Texture from Memory
4.3.6 Texture from Color Buffer
4.3.7 Texture Objects
4.3.8 Loading Textures in C
4.3.9 Using Textures with JOGL
Section 4.4 Lights, Camera, Action
4.4.1 Attribute Stack
4.4.2 Moving Camera
4.4.3 Moving Light
Chapter 5: Three.js: A 3D Scene Graph API
Section 5.1 Three.js Basics
5.1.1 About JavaScript Modules
5.1.2 Scene, Renderer, Camera
5.1.3 THREE.Object3D
5.1.4 Object, Geometry, Material
5.1.5 Lights
5.1.6 A Modeling Example
Section 5.2 Building Objects
5.2.1 Polygonal Meshes and IFSs
5.2.2 Curves and Surfaces
5.2.3 Textures
5.2.4 Transforms
5.2.5 Loading Models
Section 5.3 Other Features
5.3.1 Instanced Meshes
5.3.2 User Input
5.3.3 Shadows
5.3.4 Cubemap Textures and Skyboxes
5.3.5 Reflection and Refraction
Chapter 6: Introduction to WebGL
Section 6.1 The Programmable Pipeline
6.1.1 The WebGL Graphics Context
6.1.2 The Shader Program
6.1.3 Data Flow in the Pipeline
6.1.4 Values for Uniform Variables
6.1.5 Values for Attributes
6.1.6 Drawing a Primitive
6.1.7 WebGL 2.0: Vertex Array Objects
6.1.8 WebGL 2.0: Instanced Drawing
Section 6.2 First Examples
6.2.1 WebGL Context Options
6.2.2 A Bit of GLSL
6.2.3 The RGB Triangle in WebGL
6.2.4 Shape Stamper
6.2.5 The POINTS Primitive
6.2.6 WebGL Error Handling
Section 6.3 GLSL
6.3.1 Basic Types
6.3.2 Data Structures
6.3.3 Qualifiers
6.3.4 Expressions
6.3.5 Function Definitions
6.3.6 Control Structures
6.3.7 Limits
Section 6.4 Image Textures
6.4.1 Texture Units and Texture Objects
6.4.2 Working with Images
6.4.3 More Ways to Make Textures
6.4.4 Cubemap Textures
6.4.5 A Computational Example
6.4.6 Textures in WebGL 2.0
Section 6.5 Implementing 2D Transforms
6.5.1 Transforms in GLSL
6.5.2 Transforms in JavaScript
Chapter 7: 3D Graphics with WebGL
Section 7.1 Transformations in 3D
7.1.1 About Shader Scripts
7.1.2 Introducing glMatrix
7.1.3 Transforming Coordinates
7.1.4 Transforming Normals
7.1.5 Rotation by Mouse
Section 7.2 Lighting and Material
7.2.1 Minimal Lighting
7.2.2 Specular Reflection and Phong Shading
7.2.3 Adding Complexity
7.2.4 Two-sided Lighting
7.2.5 Moving Lights
7.2.6 Spotlights
7.2.7 Light Attenuation
7.2.8 Diskworld 2
Section 7.3 Textures
7.3.1 Texture Transforms with glMatrix
7.3.2 Generated Texture Coordinates
7.3.3 Procedural Textures
7.3.4 Bumpmaps
7.3.5 Environment Mapping
Section 7.4 Framebuffers
7.4.1 Framebuffer Operations
7.4.2 Render To Texture
7.4.3 Renderbuffers
7.4.4 Dynamic Cubemap Textures
Section 7.5 WebGL Extensions
7.5.1 Anisotropic Filtering
7.5.2 Floating-Point Colors
7.5.3 Instanced Drawing in WebGL 1.0
7.5.4 Deferred Shading
7.5.5 Multiple Draw Buffers in WebGL 2.0
Chapter 8: Beyond Basic 3D Graphics
Section 8.1 Ray Tracing
8.1.1 Ray Casting
8.1.2 Recursive Ray Tracing
8.1.3 Limitations of Ray Tracing
Section 8.2 Path Tracing
8.2.1 BSDF’s
8.2.2 The Path Tracing Algorithm
Chapter 9: Introduction to WebGPU
Section 9.1 WebGPU Basics
9.1.1 Adapter, Device, and Canvas
9.1.2 Shader Module
9.1.3 Render Pipeline
9.1.4 Buffers
9.1.5 Drawing
9.1.6 Multiple Vertex Inputs
9.1.7 Auto Bind Group Layout
Section 9.2 Instances and Indices
9.2.1 Instanced Drawing
9.2.2 Indexed Drawing
9.2.3 Drawing Multiple Primitives
9.2.4 Using Indices in Shaders
9.2.5 Multisampling
Section 9.3 WGSL
9.3.1 Address Spaces and Alignment
9.3.2 Data Types
9.3.3 Declarations and Annotations
9.3.4 Expressions and Built-in Functions
9.3.5 Statements and Control
9.3.6 Function Definitions
Section 9.4 3D Graphics With WebGPU
9.4.1 The Depth Test
9.4.2 Coordinate Systems
9.4.3 Into 3D
9.4.4 wgpu-matrix
9.4.5 Diskworld Yet Again
Section 9.5 Textures
9.5.1 Texture Coordinates
9.5.2 Textures and Samplers
9.5.3 Mipmaps
9.5.4 Cubemap Textures
9.5.5 Texture Formats
Section 9.6 Compute Shaders
9.6.1 Workgroups and Dispatches
9.6.2 Compute Shaders
9.6.3 A Simulation
9.6.4 Retrieving Output
Section 9.7 Some Details
9.7.1 Lost Device
9.7.2 Error Handling
9.7.3 Limits and Features
9.7.4 Render Pass Options
9.7.5 Render Pipeline Options
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