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Exploration of computer graphics
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Exploration of computer graphicsНазвание: Exploration of computer graphics
Автор: Adele Kuzmiakova
Издательство: Arcler Press
Год: 2023
Страниц: 248
Язык: английский
Формат: pdf (true)
Размер: 13.98 MB

The book "Exploration of Computer Graphics" walks students through the process of creating their own interactive graphics application. The text demonstrates step-by-step how to apply computer graphics concepts and theory to real-world practical applications. Each chapter focuses on a different component of computer graphics, such as 3D modelling and lighting. This book delivers extensive knowledge since it follows the straight and narrow path through what is essential for understanding how images are displayed on screens using the complementary approaches of ray tracing and rasterization. Ray tracing is the simplest method for producing images of 3D situations, and it is addressed first, followed by the mathematical machinery required for the graphics pipeline, and lastly, the channel itself. This handbook teaches students how to handle 3D geometric transformations, texturing, complicated lighting effects, and other topics. This hands-on technique encourages students to sketch the elements and effects required to make a visually appealing application, such as computer games or software. This book is suitable for the readers from diverse backgrounds. Teachers, students, graphic designers, and software houses cxan benefit from the comntents of this book.

Interacting with a graphics application program interface (API) is a crucial component of utilizing graphics libraries. An API is a standard set of functions that conduct a set of related operations, and a graphics API is a standard set of functions that execute fundamental activities like drawing pictures and three-dimensional surfaces into screen windows. Each graphics software must provide two APIs: a graphics API for visual output and a user-interface API for receiving input from the user. For graphics and user-interface APIs, there have been two prominent paradigms. The 1st is an integrated method, as demonstrated by Java, in which graphics and user interface toolkits have been combined into portable packages that have been completely supported and standardized as part of the language. The 2nd is illustrated by Direct three-dimensional and OpenGL, in which the drawing commands are part of a software library related to a language like C++ and the user-interface software is a separate entity that varies from system to system. It is difficult to build portable code in this method, albeit for basic systems, a portable library layer might be used to encapsulate the system-specific user-interface code. The core graphics calls would be much the same regardless of API, and the principles in this chapter would apply.

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