گرافیک کامپیوتری؛ اصول و تمرین
قیمت 16,000 تومان
کتاب “گرافیک کامپیوتری؛ اصول و روش” همچنان معتبرترین کتاب معارفهای در این زمینه میباشد. ویرایش سوم این کتاب کاملا بازنویسی شده است تا پوشش دقیق و بهروزی از مفاهیم کلیدی، الگوریتمها، تکنولوژیها و کاربردها ارائه دهد.
این ویرایش بازبینیشده شامل:
پوشش جدید از معادله رندرینگ، ملاحظات معماری GPU و مهمتر از همه، نمونهگیری در رندرینگ فیزیکی
تاکید بر رویکردهای مدرن، بهعنوان مثال شامل یک فصل جدید درباره نظریه احتمال برای کاربرد رندرینگ Monte-Carlo میباشد. پیادهسازی Shaderهای GPU، سهبعدی رندرینگ برنامه و رابطهای گرافیکی
پلتفرمهای گرافیکی سهبعدی real time، اهداف طراحی آنها و trade offها، شامل پلتفرمهای جدید موبایل و مرورگر
برنامهنویسی و اشکالزدایی رویکردهای منحصر به تحولات گرافیکی
سال انتشار: 2013 | تعداد صفحات: 1264 | حجم فایل: 19.05 مگابایت | زبان: انگلیسی
Computer Graphics: Principles and Practice (3rd Edition)
نویسنده:
John F. Hughes,Andries van Dam,Morgan McGuire,David F. Sklar,James D. Foley,Steven K. Feiner, Kurt Akeley
ناشر:
Addison-Wesley Professional
Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications. The authors explain the principles, as well as the mathematics, underlying computer graphics–knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, programming problems, and hands-on projects. This revised edition features
New coverage of the rendering equation, GPU architecture considerations, and importance- sampling in physically based rendering
An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering
Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces
3D real-time graphics platforms–their design goals and trade-offs–including new mobile and browser platforms
Programming and debugging approaches unique to graphics development The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocode–whichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors' website (cgpp.net) or the publisher's website (informit.com/title/9780321399526). Instructor resources will be available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.