MARC details
000 -LEADER |
fixed length control field |
08499cam a2200217 a 4500 |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER |
International Standard Book Number |
9781439867303 (hardback : acidfree paper) |
040 ## - CATALOGING SOURCE |
Transcribing agency |
CUS |
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER |
Classification number |
006.6 |
Item number |
BOR/C |
100 1# - MAIN ENTRY--PERSONAL NAME |
Personal name |
Boreskov, Alexey. |
245 10 - TITLE STATEMENT |
Title |
Computer graphics : from pixels to programmable graphics hardware / |
Statement of responsibility, etc. |
Alexey Boreskov, Evgeniy Shikin. |
260 ## - PUBLICATION, DISTRIBUTION, ETC. (IMPRINT) |
Place of publication, distribution, etc. |
Boca Raton: |
Name of publisher, distributor, etc. |
CRC Press, |
Date of publication, distribution, etc. |
2014. |
300 ## - PHYSICAL DESCRIPTION |
Extent |
xx, 543 pages, 8 pages of unnumbered color plates : |
Other physical details |
ill. ; |
Dimensions |
25 cm. |
504 ## - BIBLIOGRAPHY, ETC. NOTE |
Bibliography, etc |
Includes bibliographical references and index. |
505 ## - FORMATTED CONTENTS NOTE |
Formatted contents note |
Introduction: Basic concepts<br/>1.1 Coordinate spaces, transformations .<br/>1.2 Graphics pipeline<br/>1.3 Working with the windowing system<br/>1.4 Colors: Color models . . . .<br/>1.5 Raster algorithms<br/>1.6 Hidden surface removal . .<br/>1.7 Lighting models and shading<br/>Transforms in 2D<br/>2.1 Vectors and matrices . . . .<br/>2.2 Transforms in 2D<br/>2.3 Basic linear transformations<br/>2.3.1 Scale transformation<br/>2.3.2 Reflect transformation<br/>2.3.3 Rotate transformation<br/>2.3.4 Shear transformation<br/>2.3.5 Composite transformations . .<br/>2.4 Homogeneous coordinates<br/>Geometric algorithms in 2D<br/>3.1 Line from two points<br/>3.2 Classification of a point relative to the line<br/>3.3 Classification of a circle relative to the line<br/>3.4 Classification of an Axis-Aligned Bounding Box (AABB) rel<br/>ative to the line<br/>3.5 Computing the area of triangle and polygon<br/>3.6 Intersection of two lines<br/>3.7 Intersection of two line segments<br/>3.8 Closest point on the line to the given point<br/>3.9 Distance from point to line segment<br/>3.10 Checking whether the given polygon is convex<br/>3.11 Check whether the point lies inside the given polygon . . .<br/>3.12 Clipping line segment to a convex polygon, Cyrus-Beck algo<br/>rithm<br/>3.13 Clipping a polygon: Sutherland-Hodgman algorithm<br/>3.14 Clipping a polygon to a convex polygon<br/>3.15 Barycentric coordinates<br/>4 Transformations in 3D, projections, quaternions<br/>4.1 3D vectors and matrices: Dot and vector (cross) products .<br/>4.2 Linear transformations - scale, reflection, rotation and shear<br/>4.3 Reflection relative to a plane<br/>4.4 Rotation around an arbitrary vector (direction)<br/>4.5 Euler transformation<br/>4.6 Translation, affine transformation and homogeneous coordi<br/>nates<br/>4.7 Rigid-body transformation<br/>4.8 Normal transformation<br/>4.9 Projections<br/>4.9.1 Parallel (orthographic) projection<br/>4.9.2 Perspective projection<br/>4.10 Coordinate systems in 3D, translations between different co<br/>ordinate systems<br/>4.11 Quaternions: Representation of orientation in 3D using<br/>quaternions, quaternion interpolation<br/>5 Basic raster algorithms<br/>5.1 Raster grid, connectivity of raster grid, 4-connectivity and 8-<br/>connectivity<br/>5.2 Bresenheim's line algorithm .<br/>5.3 Bresenheim's circle algorithm<br/>5.4 Triangle filling<br/>5.5 Flood fill algorithm<br/>6 Color and color models<br/>6.1 CIEXYZ color space ....<br/>6.2 RGB color space<br/>6.3 CMY and CMYK color spaces<br/>6.4 HSV and HSL color spaces .<br/>6.4.1 HSV color model . . .<br/>6.4.2 HSL color model . . .<br/>6.5 Gamma correction<br/>6.6 Yuv and YCbCr color spaces<br/>6.6.1 Y'uv color space . . .<br/>6.6.2 Y'CbCr color space<br/>6.7 Perceptually uniform color spaces, L*u*v* and L''a*b* color<br/>spaces<br/>6.8 sRGB color space<br/>7 Basics freeglut and GLEW for OpenGL rendering<br/>7.1 freeglut initialization .<br/>7.2 Window creation . . .<br/>7.3 Processing events . . .<br/>7.4 Using the GLEW library<br/>7.5 Wrapping freeglut in a C-f-+ class<br/>8 Hidden surface removal<br/>8.1 Basic notions<br/>8.1.1 Front-facing and back-facing polygons<br/>8.1.2 Depth complexity<br/>8.1.3 Coherence . .<br/>8.1.4 Occluders . .<br/>8.2 Ray casting<br/>8.3 .z-buffer<br/>8.4 Hierarchical r-buffer<br/>8.5 Priority algorithms .<br/>8.5.1 Painter's algorithm<br/>8.5.2 Using BSP-trees for HSR<br/>8.6 Portals<br/>8.7 Potentially-Visible Sets (PVS), computing PVS via portals<br/>8.8 Hardware occlusion queries and their usage<br/>9 Modern OpenGL: The beginning<br/>9.1 History of OpenGL . . . .<br/>9.2 Main concepts of OpenGL<br/>9.3 Programmable pipeline<br/>9.3.1 Vertex processing .<br/>9.3.2 Rasterization . . .<br/>9.3.3 Fragment processing . .<br/>9.3.4 Per-fragment operations<br/>9.4 Our first OpenGL program . .<br/>9.5 First OpenGL program using C++ classes . . .<br/>9.6 Parameter interpolation . . . .<br/>9.7 Matrix operations<br/>9.8 Rotating the object by mouse .<br/>9.9 Working with meshes<br/>9.10 Working with textures<br/>9.11 Instancing<br/>9.12 Framebuffer object and rendering into a texture<br/>9.13 Point sprite in OpenGL<br/>10 Working with large 2D/3D data sets<br/>10.1 Bounding volumes<br/>10.1.1 Axis-Aligned Bounding Box (AABB)<br/>10.1.2 Sphere<br/>10.1.3 k-DOP<br/>10.1.4 Oriented Bounding Box (OBB)<br/>10.2 Regular grids<br/>10.3 Nested (hierarchical) grids<br/>10.4 Quad-trees and Get-trees<br/>10.5 kD-tree<br/>10.6 Binary Space Partitioning (BSP) tree<br/>10.7 Bounding Volume Hierarchy (BVH)<br/>10.8 R-trees<br/>10.9 Mixed structures<br/>11 Curves and surfaces: Geometric modeling<br/>11.1 Representation of curves and surfaces . . .<br/>11.2 Elements of differential geometry, tangent space, curvature<br/>11.2.1 Differential geometry of curves .<br/>11.2.2 Differential geometry of surfaces<br/>11.3 Bezier and Hermite curves and surfaces<br/>11.3.1 Bezier curves . .<br/>11.3.2 Hermite curves<br/>11.3.3 Bezier surfaces . .<br/>11.3.4 Hermite surfaces<br/>11.4 Interpolation<br/>11.5 Splines<br/>11.5.1 B-splines<br/>11.5.2 NURBS<br/>11.5.3 Catmull-Rom splines<br/>11.6 Surfaces of revolution . . .<br/>11.7 Subdivision of curves and surfaces<br/>11.7.1 Curve subdivision .<br/>11.7.2 Surface subdivision<br/>12 Basics of animation<br/>12.1 Coordinates interpolation<br/>12.2 Orientation interpolation<br/>12.3 Key-frame animation<br/>12.4 Skeletal animation<br/>12.5 Path following<br/>13 Lighting models<br/>13.1 Diffuse (Lambert) model .<br/>13.2 Phong model<br/>13.3 Bliim-Phong model . . . .<br/>13.4 Ward isotropic model . .<br/>13.5 Miiinaert lighting<br/>13.6 Lommel-Seeliger lighting ,<br/>13.7 Rim lighting<br/>13.8 Distance attenuation . .<br/>13.9 Reflection. Fresnel coefficient and its approximations .<br/>13.10 Strauss lighting model<br/>13.11 Anisotropic lighting<br/>13.11.1 Ward anisotropic model<br/>13.12 Bidirectional Reflection Distribution Function (BRDF)<br/>13.13 Oren-Xayar model<br/>13.14 Cook-Torrance model . . . .<br/>13.15 AshikhmimShirley model . .<br/>13.16 Image-Based Lighting (IBL) .<br/>13.17 Spherical harmonics and their usage for lighting . . . .<br/>14 Advanced OpenGL<br/>14.1 Implementation of lighting models<br/>14.1.1 Lambert model<br/>14.1.2 Phong lighting model . . .<br/>14.1.3 Blinn-Phong lighting model<br/>14.1.4 Strauss lighting model . .<br/>14.1.5 Normalized Phong and Blinn-Phong models .<br/>14.1.6 Oren-Nayar lighting model<br/>14.1.7 Cook-Torrance lighting model . .<br/>14.1.8 Ashikhmin-Shirley lighting model<br/>14.2 Geometry shaders<br/>14.3 Transform feedback<br/>14.4 Multiple Render Targets (MRT)<br/>14.5 Uniform blocks and uniform buffers<br/>14.6 Tessellation .<br/>14.7 OpenGL ES 2<br/>14.8 WebGL . . .<br/>15 GPU image processing<br/>15.1 Sampling, aliasing, filters<br/>15.2 Sepia effect <br/>15.3 Effects based on color transformations .<br/>15.4 Edge detect filters<br/>15.5 Emboss filter <br/>15.6 Blur filters. Gaussian blur, separable filters<br/>15.7 Old-film effect .<br/>15.8 Sharpness filter<br/>15.9 Image denoising. bilateral filter<br/>16 Special effects in OpenGL<br/>16.1 Reflections<br/>16.2 Volumetric/Layereri tog<br/>16.3 Billboards, particle systems, soft particles<br/>16.4 Bumpmapping<br/>16.5 Reflection and refraction, environment mapping .<br/>16.6 Fur rendering .<br/>16.7 Parallax, relief and cone step mapping .<br/>16.8 Sky rendering, Perez all-weather model<br/>16.9 Screen-Space Ambient Occlusion (SSAO)<br/>16.10 Modeling depth of field<br/>16.11 High Dynamic Range (HDR) rendering<br/>16.12 Realistic water rendering . .<br/>16.13 Deferred rendering . . .<br/>16.14 Light prepass rendering<br/>16.15 Ambient cubes<br/>16.16 Reflective shadow maps<br/>16.17 Splatting indirect illumination<br/>17 Basics of GPGPU<br/>17.1 What is GPGPU?<br/>17.2 Basics of OpenCL<br/>17.3 Basics of CUDA<br/>17.4 Basics of linear algebra in OpenCL<br/>17.5 OpenCL - OpenGL interoperability<br/>18 Elements of procedural texturing and modeling<br/>18.1 Fractals, Mandelbrot and Julia sets<br/>18.2 Fractal mountains<br/>18.3 L-systems<br/>18.4 Perlin noise, turbulence, fBm<br/>18.5 Modeling marble, water, clouds with Perlin noise<br/>18.6 Cellular textures<br/>19 Non-Photorealistic Rendering (NPR)<br/>19.1 Cartoon rendering<br/>19.2 Extended cartoon rendering<br/>19.3 Gooch lighting model <br/>19.4 Watercolor rendering |
650 #0 - SUBJECT |
Keyword |
Computer graphics. |
650 #0 - SUBJECT |
Keyword |
Computer graphics |
General subdivision |
Mathematics. |
650 #7 - SUBJECT |
Keyword |
COMPUTERS / Computer Graphics. |
650 #7 - SUBJECT |
Keyword |
COMPUTERS / Programming / Games. |
942 ## - ADDED ENTRY ELEMENTS (KOHA) |
Koha item type |
GN Books |