The Cg Tutorial

The Cg Tutorial
Author :
Publisher : Addison-Wesley Professional
Total Pages : 402
Release :
ISBN-10 : 0321194969
ISBN-13 : 9780321194961
Rating : 4/5 (69 Downloads)

Book Synopsis The Cg Tutorial by : Randima Fernando

Download or read book The Cg Tutorial written by Randima Fernando and published by Addison-Wesley Professional. This book was released on 2003 with total page 402 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cg is a complete programming environment for the fast creation of special effects and real-time cinematic quality experiences on multiple platforms. This text provides a guide to the Cg graphics language.

Computer Graphics from Scratch

Computer Graphics from Scratch
Author :
Publisher : No Starch Press
Total Pages : 250
Release :
ISBN-10 : 9781718500761
ISBN-13 : 1718500769
Rating : 4/5 (61 Downloads)

Book Synopsis Computer Graphics from Scratch by : Gabriel Gambetta

Download or read book Computer Graphics from Scratch written by Gabriel Gambetta and published by No Starch Press. This book was released on 2021-05-13 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.

Learning Vulkan

Learning Vulkan
Author :
Publisher : Packt Publishing Ltd
Total Pages : 457
Release :
ISBN-10 : 9781786460844
ISBN-13 : 178646084X
Rating : 4/5 (44 Downloads)

Book Synopsis Learning Vulkan by : Parminder Singh

Download or read book Learning Vulkan written by Parminder Singh and published by Packt Publishing Ltd. This book was released on 2016-12-15 with total page 457 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan About This Book Get started with the Vulkan API and its programming techniques using the easy-to-follow examples to create stunning 3D graphics Understand memory management in Vulkan and implement image and buffer resources Get hands-on with the drawing process and synchronization, and render a 3D graphics scene with the Vulkan graphics pipeline Who This Book Is For This book is ideal for graphic programmers who want to get up and running with Vulkan. It's also great for programmers who have experience with OpenGL and other graphic APIs who want to take advantage of next generation APIs. A good knowledge of C/C++ is expected. What You Will Learn Learn fundamentals of Vulkan programing model to harness the power of modern GPU devices. Implement device, command buffer and queues to get connected with the physical hardware. Explore various validation layers and learn how to use it for debugging Vulkan application. Get a grip on memory management to control host and device memory operations. Understand and implement buffer and image resource types in Vulkan. Define drawing operations in the Render pass and implement graphics pipeline. Manage GLSL shader using SPIR-V and update the shader resources with descriptor sets and push constants. Learn the drawing process, manage resources with synchronization objects and render 3D scene output on screen with Swapchain. Bring realism to your rendered 3D scene with textures, and implement linear and optimal textures In Detail Vulkan, the next generation graphics and compute API, is the latest offering by Khronos. This API is the successor of OpenGL and unlike OpenGL, it offers great flexibility and high performance capabilities to control modern GPU devices. With this book, you'll get great insights into the workings of Vulkan and how you can make stunning graphics run with minimum hardware requirements. We begin with a brief introduction to the Vulkan system and show you its distinct features with the successor to the OpenGL API. First, you will see how to establish a connection with hardware devices to query the available queues, memory types, and capabilities offered. Vulkan is verbose, so before diving deep into programing, you'll get to grips with debugging techniques so even first-timers can overcome error traps using Vulkan's layer and extension features. You'll get a grip on command buffers and acquire the knowledge to record various operation commands into command buffer and submit it to a proper queue for GPU processing. We'll take a detailed look at memory management and demonstrate the use of buffer and image resources to create drawing textures and image views for the presentation engine and vertex buffers to store geometry information. You'll get a brief overview of SPIR-V, the new way to manage shaders, and you'll define the drawing operations as a single unit of work in the Render pass with the help of attachments and subpasses. You'll also create frame buffers and build a solid graphics pipeline, as well as making use of the synchronizing mechanism to manage GPU and CPU hand-shaking. By the end, you'll know everything you need to know to get your hands dirty with the coolest Graphics API on the block. Style and approach This book takes a practical approach to guide you through the Vulkan API, and you will get to build an application throughout the course of the book. Since you are expected to be familiar with C/C++, there is not much hand-holding throughout the course of the book.

Real-Time Shader Programming

Real-Time Shader Programming
Author :
Publisher : Elsevier
Total Pages : 425
Release :
ISBN-10 : 9780080515908
ISBN-13 : 0080515908
Rating : 4/5 (08 Downloads)

Book Synopsis Real-Time Shader Programming by : Ron Fosner

Download or read book Real-Time Shader Programming written by Ron Fosner and published by Elsevier. This book was released on 2003-01-10 with total page 425 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now that PC users have entered the realm of programmable hardware, graphics programmers can create 3D images and animations comparable to those produced by RenderMan's procedural programs—-but in real time. Here is a book that will bring this cutting-edge technology to your computer. Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, Real-Time Shader Programming provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders. A compelling writing style, color illustrations throughout, and scores of online resources make Real-Time Shader Programming an indispensable tutorial/reference for the game developer, graphics programmer, game artist, or visualization programmer, to create countless real-time 3D effects. * Contains a complete reference of the low-level shader language for both DirectX 8 and DirectX 9 * Provides an interactive shader demonstration tool (RenderMonkeyTM) for testing and experimenting * Maintains an updated version of the detailed shader reference section at www.directx.com * Teaches the latest shader programming techniques for high-performance real-time 3D graphics

Computer Graphics Through OpenGL®

Computer Graphics Through OpenGL®
Author :
Publisher : CRC Press
Total Pages : 732
Release :
ISBN-10 : 9780429874840
ISBN-13 : 0429874847
Rating : 4/5 (40 Downloads)

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 2018-12-19 with total page 732 pages. Available in PDF, EPUB and Kindle. Book excerpt: COMPREHENSIVE COVERAGE OF SHADERS AND THE PROGRAMMABLE PIPELINE From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies. The undergraduate core of the book takes the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL®. The remaining chapters explore more advanced topics, including the structure of curves and surfaces, applications of projective spaces and transformations and the implementation of graphics pipelines. This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well. Features • Covers the foundations of 3D computer graphics, including animation, visual techniques and 3D modeling • Comprehensive coverage of OpenGL® 4.x, including the GLSL and vertex, fragment, tessellation and geometry shaders • Includes 180 programs with 270 experiments based on them • Contains 750 exercises, 110 worked examples, and 700 four-color illustrations • Requires no previous knowledge of computer graphics • Balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts

The Complete Guide to Blender Graphics

The Complete Guide to Blender Graphics
Author :
Publisher : CRC Press
Total Pages : 561
Release :
ISBN-10 : 9780429589836
ISBN-13 : 0429589832
Rating : 4/5 (36 Downloads)

Book Synopsis The Complete Guide to Blender Graphics by : John M. Blain

Download or read book The Complete Guide to Blender Graphics written by John M. Blain and published by CRC Press. This book was released on 2019-04-15 with total page 561 pages. Available in PDF, EPUB and Kindle. Book excerpt: BlenderTM is a free Open Source 3D Creation Suite supporting the entire modeling and animation pipeline – modeling, rigging, animation, simulation, rendering, compositing and motion tracking. The program also includes Video Editing and Grease Pencil 2D Animation. The program is free to download and use by anyone for anything. The Complete Guide to Blender Graphics: Modeling and Animation, 5th Edition is a unified manual describing the operation of Blender version 2.80 with its New Improved Interface, New Workspaces and New Eevee Render System. This book introduces the program's Graphical User Interface and shows how to implement tools for modeling and animating characters and creating scenes with the application of color, texture and special lighting effects. Key Features: The book is designed to lead new users into the world of computer graphics using Blender 2.80 and to be a reference for established Blender artists. The book presents instruction in a series of short chapters with visual references and practical examples. Instructions are structured in a building-block fashion using contents in earlier chapters to explain more complex operations in later chapters.

Graphics Shaders

Graphics Shaders
Author :
Publisher : CRC Press
Total Pages : 416
Release :
ISBN-10 : 9781439894118
ISBN-13 : 1439894116
Rating : 4/5 (18 Downloads)

Book Synopsis Graphics Shaders by : Mike Bailey

Download or read book Graphics Shaders written by Mike Bailey and published by CRC Press. This book was released on 2012-05-22 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt: Programmable graphics shaders, programs that can be downloaded to a graphics processor (GPU) to carry out operations outside the fixed-function pipeline of earlier standards, have become a key feature of computer graphics. This book is designed to open computer graphics shader programming to the student, whether in a traditional class or on their own. It is intended to complement texts based on fixed-function graphics APIs, specifically OpenGL. It introduces shader programming in general, and specifically the GLSL shader language. It also introduces a flexible, easy-to-use tool, glman, that helps you develop, test, and tune shaders outside an application that would use them.