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Computer Graphics and Geometric Modeling
(Englisch)
2 Bde
David Salomon

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Produktbeschreibung

A book for those interested in how modern graphics programs work and how they can generate realistic-looking objects. It emphasises the mathematics behind computer graphics, most of which is included in an appendix. The main topics covered are: scan conversion methods; selecting the best pixels for generating lines, circles and other objects; geometric transformations and projections; translations, rotations, moving in 3D, perspective projections, curves and surfaces; construction, wire-frames, rendering, normals; CRTs, antialiasing, animation, colour, perception, polygons, compression. With its numerous illustrative examples and exercises, the book is ideal for a two-semester course for advanced undergraduates or graduates, while also making a fine reference for professionals in the field.|Joseph-Louis Lagrange (1736-1813), one of the greatest mathematicians of the 18th century, made important contributions to the theory of numbers and to analytical and celestial mechanics. His most important work is Mecanique Analytique (1788), the textbook on which all subsequent work in this field is based. A contempo­ rary reader is surprised to find no diagrams or figures of any kind in this book on mechanics. This reflects one extreme approach to graphics, namely considering it unimportant or even detracting as a teaching tool and not using it. Today, of course, this approach is unthinkable. Graphics, especially computer graphics, is commonly used in texts, advertisements, and movies to illustrate concepts, to emphasize points being discussed, and to entertain. Our approach to graphics has been completely reversed since the days of La­ grange, and it seems that much of this change is due to the use of computers. Computer graphics today is a mature, successful, and growing field. It is used by many people for many purposes and it is enjoyed by even more people. One criterion for the maturity of a field of study is its size. When a certain discipline becomes so big that no one person can keep all of it in their head, we say that that discipline has matured (or has come of age). This is what happened to computer graphics in the last decade or so.|This is a book for those wishing to understand how today's computer graphics create such realistic objects and animations. It emphasizes the mathematics and geometry behind the programs. The book can be used as a text for a two semester course in computer graphics and also serves as a comprehensive reference to the professional in the field.
1. First Principles.- 2. Scan-Converting Methods.- 3. Transformations and Projections.- 4. Curves.- 5. Surfaces.- 6. Rendering.- 7. Color.- 8. Computer Animation.- 9. Image Compression.- 10. Short Topics.- A. Mathematical Topics.- 1 Fourier Transforms.- 2 Forward Differences.- 3 Coordinate Systems.- 4 Vector Algebra.- 5 Matrices.- 6 Trigonometric Identities.- 7 The Greek Alphabet.- 8 Complex Numbers.- 9 Quaternions.- 10 Groups.- 11 Fields.- References.- Answers to Exercises.- Indix.
Joseph-Louis Lagrange (1736-1813), one of the greatest mathematicians of the 18th century, made important contributions to the theory of numbers and to analytical and celestial mechanics. His most important work is Mecanique Analytique (1788), the textbook on which all subsequent work in this field is based. A contempo rary reader is surprised to find no diagrams or figures of any kind in this book on mechanics. This reflects one extreme approach to graphics, namely considering it unimportant or even detracting as a teaching tool and not using it. Today, of course, this approach is unthinkable. Graphics, especially computer graphics, is commonly used in texts, advertisements, and movies to illustrate concepts, to emphasize points being discussed, and to entertain. Our approach to graphics has been completely reversed since the days of La grange, and it seems that much of this change is due to the use of computers. Computer graphics today is a mature, successful, and growing field. Itis used by many people for many purposes and it is enjoyed by even more people. One criterion for the maturity of a field of study is its size. When a certain discipline becomes so big that no one person can keep all of it in their head, we say that that discipline has matured (or has come of age). This is what happened to computer graphics in the last decade or so.


Inhaltsverzeichnis



1. First Principles.- 2. Scan-Converting Methods.- 3. Transformations and Projections.- 4. Curves.- 5. Surfaces.- 6. Rendering.- 7. Color.- 8. Computer Animation.- 9. Image Compression.- 10. Short Topics.- A. Mathematical Topics.- 1 Fourier Transforms.- 2 Forward Differences.- 3 Coordinate Systems.- 4 Vector Algebra.- 5 Matrices.- 6 Trigonometric Identities.- 7 The Greek Alphabet.- 8 Complex Numbers.- 9 Quaternions.- 10 Groups.- 11 Fields.- References.- Answers to Exercises.- Indix.


Klappentext



A book for those interested in how modern graphics programs work and how they can generate realistic-looking objects. It emphasises the mathematics behind computer graphics, most of which is included in an appendix. The main topics covered are: scan conversion methods; selecting the best pixels for generating lines, circles and other objects; geometric transformations and projections; translations, rotations, moving in 3D, perspective projections, curves and surfaces; construction, wire-frames, rendering, normals; CRTs, antialiasing, animation, colour, perception, polygons, compression. With its numerous illustrative examples and exercises, the book is ideal for a two-semester course for advanced undergraduates or graduates, while also making a fine reference for professionals in the field.




This is a book for those wishing to understand how today's computer graphics create such realistic objects and animations. It emphasizes the mathematics and geometry behind the programs. The book can be used as a text for a two semester course in computer graphics and also serves as a comprehensive reference to the professional in the field.



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