Computer graphics : from pixels to programmable graphics hardware / (Record no. 3839)

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
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Withdrawn status Lost status Damaged status Not for loan Home library Current library Shelving location Date acquired Full call number Accession number Date last seen Koha item type
        Central Library, Sikkim University Central Library, Sikkim University General Book Section 28/06/2016 006.6 BOR/C P42489 28/06/2016 General Books
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