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Exploration of Computer Graphics

Exploration of Computer Graphics - Adele Kuzmiakova

Exploration of Computer Graphics


"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."
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1506.60Lei

1506.60Lei

1674.00 Lei

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"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."
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