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Phong Reflection Model
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Book Synopsis Real-Time 3D Graphics with WebGL 2 by : Farhad Ghayour
Download or read book Real-Time 3D Graphics with WebGL 2 written by Farhad Ghayour and published by Packt Publishing Ltd. This book was released on 2018-10-31 with total page 491 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a complete course on computer graphics covering topics such as rendering, 3D math, lighting, cameras, and much more. It will be your trust-worthy companion in developing immersive experiences with WebGL, a hardware-accelerated technology in the browser without installing additional software.
Download or read book Computer Vision written by and published by Springer. This book was released on 2014-04-22 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comprehensive reference provides easy access to relevant information on all aspects of Computer Vision. An A-Z format of over 240 entries offers a diverse range of topics for those seeking entry into any aspect within the broad field of Computer Vision. Over 200 Authors from both industry and academia contributed to this volume. Each entry includes synonyms, a definition and discussion of the topic, and a robust bibliography. Extensive cross-references to other entries support efficient, user-friendly searches for immediate access to relevant information. Entries were peer-reviewed by a distinguished international advisory board, both scientifically and geographically diverse, ensuring balanced coverage. Over 3700 bibliographic references for further reading enable deeper exploration into any of the topics covered. The content of Computer Vision: A Reference Guide is expository and tutorial, making the book a practical resource for students who are considering entering the field, as well as professionals in other fields who need to access this vital information but may not have the time to work their way through an entire text on their topic of interest.
Download or read book Phong Shading written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2024-05-05 with total page 69 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is Phong Shading In 3D computer graphics, Phong shading, Phong interpolation, or normal-vector interpolation shading is an interpolation technique for surface shading invented by computer graphics pioneer Bui Tuong Phong. Phong shading interpolates surface normals across rasterized polygons and computes pixel colors based on the interpolated normals and a reflection model. Phong shading may also refer to the specific combination of Phong interpolation and the Phong reflection model. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Phong shading Chapter 2: Gouraud shading Chapter 3: Phong reflection model Chapter 4: Shader Chapter 5: Lightmap Chapter 6: Reflection mapping Chapter 7: Bui Tuong Phong Chapter 8: Blinn-Phong reflection model Chapter 9: Computer graphics lighting Chapter 10: Vertex normal (II) Answering the public top questions about phong shading. (III) Real world examples for the usage of phong shading in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Phong Shading.
Book Synopsis Metal by Tutorials (Third Edition): Beginning Game Engine Development With Metal by : Caroline Begbie
Download or read book Metal by Tutorials (Third Edition): Beginning Game Engine Development With Metal written by Caroline Begbie and published by Razeware LLC. This book was released on 2022-04-05 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build your own low-level game engine in Metal!This book introduces you to graphics programming in Metal - Apple's framework for programming on the GPU. You'll build your own game engine in Metal where you can create 3D scenes and build your own 3D games.Who This Book Is ForThis book is for intermediate Swift developers interested in learning 3D graphics or gaining a deeper understanding of how game engines work.Topics Covered in Metal by TutorialsThe Rendering Pipeline: Take a deep dive through the graphics pipeline.3D Models: Import 3D models with Model I/O and discover what makes up a 3D model.Coordinate Spaces: Learn the math behind 3D rendering.Lighting: Make your models look more realistic with simple lighting techniques.Shading: Understand how vertex and fragment shaders work.Textures & Materials: Design textures and surfaces for micro detail.Multipass Rendering: Add shadows with advanced lighting effects.Tile-based Deferred Rendering: Take full advantage of your Apple GPU with this rendering technique.GPU-Driven Rendering: Move the rendering setup to the GPU.Tessellation: Discover how to use tessellation to add a higher level of detail using fewer resources.Environment: Add realistic skies and water to your scenes.Particle Systems: Learn how to make stunning visual effects using GPU compute shaders.Character Animation: Bring your 3D models to life with joints and animation.Raytracing: Learn how to perform raytracing on the GPU.Advanced Lighting & Shadows: Discover signed distance fields and render beautiful shadows.Performance Optimization: Tune up your game with Xcode's new tools.After reading this book, you'll be prepared to take full advantage of graphics rendering with the Metal framework.
Download or read book Gouraud Shading written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2024-05-04 with total page 82 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is Gouraud Shading Gouraud shading, named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes. In practice, Gouraud shading is most often used to achieve continuous lighting on triangle meshes by computing the lighting at the corners of each triangle and linearly interpolating the resulting colours for each pixel covered by the triangle. Gouraud first published the technique in 1971. However, enhanced hardware support for superior shading models has yielded Gouraud shading largely obsolete in modern rendering. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Gouraud shading Chapter 2: Phong shading Chapter 3: Phong reflection model Chapter 4: Per-pixel lighting Chapter 5: Vertex normal Chapter 6: Rendering (computer graphics) Chapter 7: Shader Chapter 8: Computer graphics lighting Chapter 9: Polygonal modeling Chapter 10: Vertex (computer graphics) (II) Answering the public top questions about gouraud shading. (III) Real world examples for the usage of gouraud shading in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Gouraud Shading.
Book Synopsis Professional WebGL Programming by : Andreas Anyuru
Download or read book Professional WebGL Programming written by Andreas Anyuru and published by John Wiley & Sons. This book was released on 2012-04-19 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: Everything you need to know about developing hardware-accelerated 3D graphics with WebGL! As the newest technology for creating 3D graphics on the web, in both games, applications, and on regular websites, WebGL gives web developers the capability to produce eye-popping graphics. This book teaches you how to use WebGL to create stunning cross-platform apps. The book features several detailed examples that show you how to develop 3D graphics with WebGL, including explanations of code snippets that help you understand the why behind the how. You will also develop a stronger understanding of WebGL development from coverage that: •Provides a comprehensive overview of WebGL and shows how it relates to other graphics-related technologies •Addresses important topics such as the WebGL graphics pipeline, 3D transformations, texturing and lighting •Teaches you how to write vertex shaders and fragment shaders for WebGL •Includes a lot of useful guidelines, tips, and tricks for WebGL performance optimizations Professional WebGL Programming is the first book on the market to delve into this fascinating topic and it puts you on your way to mastering the possibilities that exist with WebGL.
Book Synopsis Introduction to Computer Graphics by : Fabio Ganovelli
Download or read book Introduction to Computer Graphics written by Fabio Ganovelli and published by CRC Press. This book was released on 2014-10-17 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teach Your Students How to Create a Graphics Application Introduction to Computer Graphics: A Practical Learning Approach guides students in developing their own interactive graphics application. The authors show step by step how to implement computer graphics concepts and theory using the EnvyMyCar (NVMC) framework as a consistent example throughout the text. They use the WebGL graphics API to develop NVMC, a simple, interactive car racing game. Each chapter focuses on a particular computer graphics aspect, such as 3D modeling and lighting. The authors help students understand how to handle 3D geometric transformations, texturing, complex lighting effects, and more. This practical approach leads students to draw the elements and effects needed to ultimately create a visually pleasing car racing game. The code is available at www.envymycarbook.com
Book Synopsis 3D Computer Graphics by : Samuel R. Buss
Download or read book 3D Computer Graphics written by Samuel R. Buss and published by Cambridge University Press. This book was released on 2003-05-19 with total page 397 pages. Available in PDF, EPUB and Kindle. Book excerpt: This textbook, first published in 2003, emphasises the fundamentals and the mathematics underlying computer graphics. The minimal prerequisites, a basic knowledge of calculus and vectors plus some programming experience in C or C++, make the book suitable for self study or for use as an advanced undergraduate or introductory graduate text. The author gives a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Bézier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and colour theory. The book covers some aspects of animation, including quaternions, orientation, and inverse kinematics, and includes source code for a Ray Tracing software package. The book is intended for use along with any OpenGL programming book, but the crucial features of OpenGL are briefly covered to help readers get up to speed. Accompanying software is available freely from the book's web site.
Book Synopsis The History of Visual Magic in Computers by : Jon Peddie
Download or read book The History of Visual Magic in Computers written by Jon Peddie and published by Springer Science & Business Media. This book was released on 2013-06-13 with total page 485 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.
Book Synopsis Solid Modeling and Applications by : Dugan Um
Download or read book Solid Modeling and Applications written by Dugan Um and published by Springer. This book was released on 2015-09-29 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: The lessons in this fundamental text equip students with the theory of Computer Assisted Design (CAD), Computer Assisted Engineering (CAE), the essentials of Rapid Prototyping, as well as practical skills needed to apply this understanding in real world design and manufacturing settings. The book includes three main areas: CAD, CAE, and Rapid Prototyping, each enriched with numerous examples and exercises. In the CAD section, Professor Um outlines the basic concept of geometric modeling, Hermite and Bezier Spline curves theory, and 3-dimensional surface theories as well as rendering theory. The CAE section explores mesh generation theory, matrix notion for FEM, the stiffness method, and truss Equations. And in Rapid Prototyping, the author illustrates stereo lithographic theory and introduces popular modern RP technologies. Solid Modeling and Applications: Rapid Prototyping, CAD and CAE Theory is ideal for university students in various engineering disciplines as well as design engineers involved in product design, analysis, and validation.
Book Synopsis Game Engine Architecture by : Jason Gregory
Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1018 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Book Synopsis Advances in Computer Graphics by : Bin Sheng
Download or read book Advances in Computer Graphics written by Bin Sheng and published by Springer Nature. This book was released on 2023-12-28 with total page 518 pages. Available in PDF, EPUB and Kindle. Book excerpt: This 4-volume set of LNCS 14495-14498 constitutes the proceedings of the 40th Computer Graphics International Conference, CGI 2023, held in Shanghai, China, August 28 – September 1, 2023. The 149 papers in this set were carefully reviewed and selected from 385 submissions. They are organized in topical sections as follows: Detection and Recognition; Image Analysis and Processing; Image Restoration and Enhancement; Image Attention and Perception; Reconstruction; Rendering and Animation; Synthesis and Generation; Visual Analytics and Modeling; Graphics and AR/VR; Medical Imaging and Robotics; Theoretical Analysis; Image Analysis and Visualization in Advanced Medical Imaging Technology; Empowering Novel Geometric Algebra for Graphics and Engineering.
Book Synopsis Metaprogramming GPUs with Sh by : Michael McCool
Download or read book Metaprogramming GPUs with Sh written by Michael McCool and published by CRC Press. This book was released on 2009-12-01 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a high-level overview of Sh and its relationship to other realtime shading and Graphics processing unit programming languages. It is a reference manual and language specification and methodically and exhaustively presents details of the various features of Sh.
Book Synopsis Computer Graphics Through OpenGL by : Sumanta Guha
Download or read book Computer Graphics Through OpenGL written by Sumanta Guha and published by CRC Press. This book was released on 2014-08-06 with total page 928 pages. Available in PDF, EPUB and Kindle. Book excerpt: From geometric primitives to animation to 3D modeling to lighting, shading, and texturing, Computer Graphics Through OpenGL: From Theory to Experiments, Second Edition presents a comprehensive introduction to computer graphics that uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an und
Book Synopsis Game Programming Algorithms and Techniques by : Sanjay Madhav
Download or read book Game Programming Algorithms and Techniques written by Sanjay Madhav and published by Pearson Education. This book was released on 2014 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav's game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today's wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology
Download or read book 3D Rendering written by and published by PediaPress. This book was released on with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Direct3D Rendering Cookbook by : Justin Stenning
Download or read book Direct3D Rendering Cookbook written by Justin Stenning and published by Packt Publishing Ltd. This book was released on 2014-01-20 with total page 681 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a practical cookbook that dives into the various methods of programming graphics with a focus on games. It is a perfect package of all the innovative and up-to-date 3D rendering techniques supported by numerous illustrations, strong sample code, and concise explanations. Direct3D Rendering Cookbook is for C# .NET developers who want to learn the advanced rendering techniques made possible with DirectX 11.2. It is expected that the reader has at least a cursory knowledge of graphics programming, and although some knowledge of Direct3D 10+ is helpful, it is not necessary. An understanding of vector and matrix algebra is required.