Catalogue Search | MBRL
Search Results Heading
Explore the vast range of titles available.
MBRLSearchResults
-
DisciplineDiscipline
-
Is Peer ReviewedIs Peer Reviewed
-
Series TitleSeries Title
-
Reading LevelReading Level
-
YearFrom:-To:
-
More FiltersMore FiltersContent TypeItem TypeIs Full-Text AvailableSubjectPublisherSourceDonorLanguagePlace of PublicationContributorsLocation
Done
Filters
Reset
92,332
result(s) for
"COMPUTERS Computer Graphics."
Sort by:
Computer graphics : from pixels to programmable graphics hardware
\"Offering a complex view on the current state of the art in computer graphics, programmable graphics hardware, shaders, and shader-based effects, this unique text covers nearly all aspects of modern computer graphics. It presents the necessary mathematical background and algorithms and describes rasterization, hidden surface removal, and fixed and programmable pipeline. Suitable for a one-semester course, the book requires only basic knowledge of analytic geometry, linear algebra, and C++. It includes questions and practical examples (mostly using OpenGL3.0) and provides full source code and other materials on a supplementary website\"-- Provided by publisher.
Visual Perception from a Computer Graphics Perspective
by
Fleming, Roland
,
Thompson, William
,
Stefanucci, Jeanine Kelly
in
Computer graphics
,
Computer graphics -- Design
,
Computer programming, programs, data
2016,2011,2013
Suitable for readers studying or working in the fields of computer graphics and visualization, cognitive science, and visual neuroscience, this book provides an introduction to human visual perception. It focuses on how computer graphics images are generated, rather than solely on the visual system's organization, so the text provides a more direct tie between image generation and the resulting perceptual phenomena. It covers topics such as illumination, action, and perception of factors including material properties, pictorial space, image statistics, and spatial cognition.
Shadow algorithms data miner
\"Digital shadow generation continues to be an important aspect of visualization and visual effects in film, games, simulations, and scientific applications. This resource offers a thorough picture of the motivations, complexities, and categorized algorithms available to generate digital shadows. From general fundamentals to specific applications, it addresses \"out of core\" shadow algorithms and how to manage huge data sets from a shadow perspective. The book also examines the use of shadow algorithms in industrial applications, in terms of what algorithms are used and what software is applicable.\"-- Provided by publisher.
Designing with the mind in mind : simple guide to understanding user interface design guidelines
by
Johnson, Jeff, Ph. D
in
Design
,
Graphical user interfaces (Computer systems)
,
User interfaces (Computer systems)
2014,2013
In this completely updated and revised edition of Designing with the Mind in Mind, Jeff Johnson provides you with just enough background in perceptual and cognitive psychology that user interface (UI) design guidelines make intuitive sense rather than being just a list or rules to follow.Early UI practitioners were trained in cognitive psychology.
AutoCAD® 2017 3D Modeling
2017,2016
This book provides new and seasoned users with step-by-step procedures on creating and modifying 3D models, working with cameras and lights, assigning materials to objects, rendering, and printing. Unlike many AutoCAD competitors, it uses both metric and imperial units to illustrate the myriad tools for this popular application. Use the companion CD to set up drawing exercises and projects and see all of the book's figures including color. This book includes 50 \"mini-workshops,\" that complete small projects from concept through actual plotting. Solving all of the workshops will simulate the creation of full projects (architectural and mechanical) from beginning to end, without overlooking any of the basic commands and functions in AutoCAD 2017.
3D graphics for game programming
\"Many of computer graphics classes in colleges are focused on real-time rendering and animation. However, it is not easy to nd an appropriate textbook, which presents the state of the art in interactive graphics, is balanced between theory and practicality, and is of a proper length to be covered in a semester. This book is written for answering the need and presents the must-know in interactive graphics. This book ts the advanced undergraduate or beginning graduate classes for 'Computer Graphics' and 'Game Programming.' Another primary reader group of this book may be composed of game developers, who have experience in graphics APIs and shader programming but have felt lack of theoretical background in 3D graphics. A lot of programming manual-like books can be found in the bookstore, but they do not provide a sufficient level of mathematical background for the game developers. Assuming that the readers have minimal understanding of vectors and matrices, this book provides an opportunity to combine their experiences with the background theory of computer graphics\"-- Provided by publisher.
Practical algorithms for 3D computer graphics
\"Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis.Since the publication of the first edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images.New to the Second EditionNew chapter on the modern approach to real-time 3D programming using OpenGLNew chapter that introduces 3D graphics for mobile devices New chapter on OpenFX, a comprehensive open source 3D tools suite for modeling and animationDiscussions of new topics, such as particle modeling, marching cubes, and techniques for rendering hair and furMore web-only content, including source code for the algorithms, video transformations, comprehensive examples, and documentation for OpenFXThe book is suitable for newcomers to graphics research and 3D computer games as well as more experienced software developers who wish to write plug-in modules for any 3D application program or shader code for a commercial games engine\"-- Provided by publisher.
Physically based rendering : from theory to implementation
by
Humphreys, Greg
,
Pharr, Matt
in
Computer graphics
,
Computer-aided design
,
Rendering (Computer graphics)
2010,2004
Rendering is a crucial component of computer graphics-- the conversion of a description of a 3D scene into an image for display.Algorithms for animation, geometric modeling, and texturing all must feed their results through some sort of rendering process for the results to be visible in an image.