Introduction to computer graphics: A practical learning approach / Fabio Ganovelli, author
Material type:
Item type | Current library | Collection | Shelving location | Call number | Status | Date due | Barcode | Item holds |
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SPU Library, Chonburi campus | General Books (ENGLISH) | Floor 3: General Shelves (FOREIGN LANGUAGE) | T 385 G36I 2015 (Browse shelf(Opens below)) | Available | B008838 |
Application domains and areas of computer graphics page 1-4 - - Color and image page 5-16 - - Algorithms to create a raster image from a 3D scene page 17-22 - - The application programming interface page 23-24 - - The WebGL rasterization-based pipeline page 25-27 - - Programming the rendering pipeline: Your first rendering page 28-39 - - WebGL supporting libraries page 40 - - Meet NVMC page 40-50 - - Introduction page 51-52 - - Ploygon meshes page 53-56 - - Implicit surfaces page 57 - - Parametric surfaces page 58-67 - - Voxels page 68-69 - -Constructive solid geometry (CSG) page 70 - - Subdivision surfaces page 71-77 - - Data structure for polygon meshes page 78-80 - - The first code: Making and showing simple primitive page 81-88 - - Self-exercises page 89-90 - - Geometric entities page 91 - - Basic Geometric transformations page 92-95 - - Affine transformations page 96-100 - - Frames page 101-103 - - Rotations in three dimensions page 104-110 - - Viewing transformations page 111-119 - - Transformations in the pipeline page 120 - - Upgrade your client: Our first 3D client page 120-123 - - The code page 124 - - Handling the transformations matrices with a matrix stack page 125-129 - - Manipulating the view and the objects page 130-134 - - Upgrade you client: Create the observer camera page 135-138 - - Rasterization page 139-148 - - Hidden surface removal page 149-153 - - From fragments to pixels page 154-160 - - Clipping page 161-165 - - Culling page 165-170 - - Light and matter interactive page 171-176 - - Radiometry in a nutshell page 177-179 - - Reflectance and BRDF page 180-183 - - The rendering equation page 184 - - Evaluate the rendering equation page 185 - - Computing the surface normal page 186-190 - - Light source types page 191-204 - - Phong illumination model page 205-208 - - Shading techniques page 209-210 - - Advanced reflection models page 211-214 - - Self-exercises page 215-216 - - Introduction: Do we need texture mapping? page 217 - - Basic concepts page 218-219 - - Texture filtering: From per-fragment texture coordinates to per-fragment color page 220-224 - - Perspective correct interpolation: From per-vertex to per-fragment texture coordinates page 225-226 - - Upgrade your client: Add textures to the terrain, street and building page 227-229 - - Upgrade your client: Add the rear mirror page 230-233 - - Texture coordinates generation and environment mapping page 234-241 - - Texture mapping for adding detail to geometry page 242-248 - - Note on mesh parametrization page 249-253 - - 3D textures and their use page 254 - - Self-exercises page 254-256 - - The shadow phenomenon page 257-258 - - Shadow mapping page 259-261 - - Upgrade your client: Add shadows page 262-265 - - Shadow mapping artifacts and limitations page 266-268 - - Shadow volumes page 269-272 - - Self-exercises page 273-274 - - Sprites page 275-276 - - Billboarding page 277-289 - - Ray-traced impostors page 290-291 - - Self-exercises page 292-294 - - Image processing page 295-315 - - Ambient occlusion page 316-319 - - Deferred shading page 320 - - Particle systems page 321-322 - - Self-exercises page 323-324 - - Ray tracing page 325-343 - - Multi-pass algorithms page 344-345
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