Helps readers to develop their own professional quality computer graphics. Hands-on examples developed in OpenGL illustrate key concepts.
Principles of Computer Graphics: Theory and Practice Using OpenGL and Mayaยฎ
โ Scribed by Shalini Govil-Pai (auth.)
- Publisher
- Springer US
- Year
- 2005
- Tongue
- English
- Leaves
- 297
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
โฆ Synopsis
Computer graphics continues to evolve at a breakneck pace, fueled by modern uses in health, biotechnology, business, and entertainment (feature films and the gaming industry). It is important for those in the business to have a solid grounding inโand holistic view ofโthe fundamentals of this exciting discipline.
Providing an integrated balance of underlying theory and real-life practicality, Principles of Computer Graphics is a uniquely comprehensive introduction to the concepts, core principles, and methodologies employed in the graphics endeavor. Concepts are defined and explained in an easy-to-understand manner, and the reader learns progressivelyโ from basic algorithmic components to elaborate and stunning visual displays. The text uses C (a standard programming language) and OpenGL (a standard graphics library) to teach illustratively, and it introduces the powerful 3D capability of Maya. Readers need only a basic education in math and programming.
Topics and Features:
-Provides a full introduction to computer graphics concepts, principles, methods, and applications
-Concentrates on core principles, thereby allowing readers to readily utilize any graphics API upon completion
-Reinforces its theme with heavy use of examples, exercises, and figures and images
-Discusses the processes, tricks, and techniques used at professional production houses
-Uses a step-by-step, teach-by-example approach, whereby readers end up creating their own game and movie (much like real graphics production houses)
-Supplies a full treatment of all key elements of graphics study and the results and products derived from it
This all-encompassing and well-organized textbook/reference is ideally suited to both students and professionals interested in developing or honing their skills in computer graphics. Its clarity of approach and wealth of examples and learning aids will also be helpful for vocational training courses or self study, and will empower readers to further study of graphics.
Shalini Govil-Pai has used her imaging and animation expertise to develop virtual reality games and military training simulators. She was technical director on the films, Toy Story and A Bugโs Life, and is a co-author of Learning Computer Graphics.
โฆ Table of Contents
Front Matter....Pages 1-1
From Pixels to Shapes....Pages 3-25
Making Them Move....Pages 27-47
Pixels, Images and Image Files....Pages 49-65
Let The Games Begin....Pages 67-79
Front Matter....Pages 81-81
3D Modeling....Pages 83-130
Rendering: Shading and Lighting....Pages 131-163
Advanced Techniques....Pages 165-182
And Finally, Introducing Maya....Pages 183-214
Front Matter....Pages 215-215
Animation....Pages 217-241
Viewpoint Animation....Pages 243-260
Lights, Camera, Action!....Pages 261-278
โฆ Subjects
Computer Graphics; Image Processing and Computer Vision; Programming Techniques; Computer Imaging, Vision, Pattern Recognition and Graphics; Media Design
๐ SIMILAR VOLUMES
The long-awaited second edition of this book has been completely rewritten to provide the most comprehensive authoritative and up-to-date coverage of the field---making it the standard computer graphics reference work for the 1990s. The authors provide a unique combination of current concepts and pr
Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original โFoley and van Dam,โ helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for p
<b> <i> <b>Computer Graphics: Principles and Practice, Third Edition, </b> </i> </b> remains the most authoritative introduction to the field. The first edition, the original "Foley and van Dam," helped to define computer graphics and how it could be taught. The second edition became an
By uniquely combining concepts and practical applications in computer graphics, four well-known authors provide here the most comprehensive, authoritative, and up-to-date coverage of the field. The important algorithms in 2D and 3D graphics are detailed for easy implementation, including a close loo