Computer Graphics with Virtual Reality System (Record no. 229580)

000 -LEADER
fixed length control field 05750nam a22002417a 4500
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20240416113000.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 240108b ||||| |||| 00| 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9788126576333
040 ## - CATALOGING SOURCE
Transcribing agency AL
041 ## - LANGUAGE CODE
Language code of text/sound track or separate title English
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER
Edition number 23
Classification number 001.6443
Item number MAUC
100 ## - MAIN ENTRY--PERSONAL NAME
Personal name Rajesh K Maurya
100 ## - MAIN ENTRY--PERSONAL NAME
9 (RLIN) 160597
245 ## - TITLE STATEMENT
Title Computer Graphics with Virtual Reality System
250 ## - EDITION STATEMENT
Edition statement 3.
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Place of publication, distribution, etc. New Delhi
Name of publisher, distributor, etc. Wiley India Pvt Ltd
Date of publication, distribution, etc. 2018
300 ## - PHYSICAL DESCRIPTION
Extent xviii,630 p.
Other physical details PB
Dimensions 23.5x18cm.
365 ## - TRADE PRICE
Price type code 7081
Price amount ₹607.00
Currency code
Unit of pricing ₹759.00
Price note 20%
Price effective from 05-01-2024
520 ## - SUMMARY, ETC.
Summary, etc. Computer Graphics with Virtual Reality Systems is a comprehensive book for students of computer science, engineering and information technology. The book is a must-have for students, professionals and practitioners interested in understanding object design and visualization, transformation, modeling and animation of real world. Besides, the book is also useful for students of diploma courses and vocational courses at open universities, distance education universities in graphics and animation. Scholars and practitioners, studying computer graphics, image analysis and multimedia courses, can also find the book very helpful.<br/>
521 ## - TARGET AUDIENCE NOTE
Target audience note Table of Contents:<br/>l. 1. Introduction to Computer Graphics and Display Systems 1.1 Introduction 1.2 Image and objects 1.3 Image representation 1.4 Basic graphics pipeline 1.5 Raster and vector-based graphics 1.6 Applications of computer graphics 1.7 Display devices 1.8 Cathode ray tubes 1.9 Flat panel display 1.10 3D display technology 1.11 Input technology 1.12 Hard-copy output devices 1.13 Coordinate system overview 1.14 Introduction to graphics libraries in C 2. Scan-Conversion of Graphics Output Primitives 2.1 Introduction 2.2 Scan-conversion of a point 2.3 Scan-conversion of lines 2.4 Scan-conversion of circle 2.5 Scan-conversion of ellipse 3. Curve Generation 3.1 Introduction 3.2 Curve continuity 3.3 Conic curves 3.4 Piecewise curve design 3.5 Parametric curve design 3.6 LeGrange interpolated curves 3.7 Spline curve representation 3.8 Non-uniform rational B-spline curves 3.9 Fractal curves 4. Area Filling and Solid Area Scan-Conversion 4.1 Introduction 4.2 Inside–outside test 4.3 Winding number method 4.4 Coherence 4.5 Polygon filling 4.6 Scan conversion of character 4.7 Aliasing 4.8 Anti-aliasing 4.9 Halftoning, thresholding, and dithering 5. Two-Dimensional Transformation 5.1 Introduction 5.2 Transformation matrix 5.3 Types of transformations in two-dimensional graphics 5.4 Combined transformation 5.5 Homogeneous coordinates 6. Two-Dimensional Viewing and Clipping 6.1 Introduction 6.2 Viewing transformation in two dimensions 6.3 Introduction to clipping 6.4 Two-dimensional clipping 6.5 Text clipping 7. Three-Dimensional Transformation, Viewing and Projection 7.1 Introduction 7.2 Objects in homogeneous coordinates 7.3 Three-dimensional transformations 7.4 World coordinates and viewing coordinates 7.5 Three-dimensional viewing transformations 7.6 Projection 7.7 Viewing and clipping in three dimensions 8 Surface Generation 8.1 Introduction 8.2 Bilinear surfaces 8.3 Ruled surfaces 8.4 Developable surfaces 8.5 Coons patch 8.6 Sweep surfaces 8.7 Surface of revolution 8.8 Quadric surfaces 8.9 Constructive solid geometry 8.10 Bezier surfaces 8.11 B-spline surfaces 8.12 Rational B-spline surfaces 8.13 Subdivision surfaces 9. Visible and Hidden Surfaces 9.1 Introduction 9.2 Coherence 9.3 Extents and bounding volumes 9.4 Back face culling 9.5 Painter’s algorithm 9.6 Z-buffer algorithm 9.7 Newell’s algorithm 9.8 Scan line rendering 9.9 Appel’s algorithm 9.10 Warnock’s area subdivision algorithm 9.11 Binary space partitioning trees 9.12 Floating horizon algorithm 9.13 Roberts algorithm 9.14 Haloed lines 10. Object-Rendering and Color Models 10.1 Introduction 10.2 Light modeling techniques 10.3 Illumination model 10.3.1 General illumination model 10.4 Shading 10.5 Transparency effect 10.6 Shadows 10.7 Texture and object representation 10.8 Ray tracing 10.9 Ray casting 10.10 Radiosity 10.11 Color models 11. Computer Animation 11.1 Introduction 11.2 Key frame animation 11.3 Construction of an animation sequence 11.4 Motion control methods 11.5 Procedural animation 11.6 Key frame animation vs. procedural animation 11.7 Introduction to morphing 11.8 Warping techniques 11.9 Three-dimensional morphing 12. Introduction to Virtual Reality 12.1 Introduction 12.2 Classical components and design of a VR system 12.3 Important factors in a virtual reality system 12.4 Types of virtual reality systems 12.5 Advantages of virtual reality 12.6 VR Input devices 12.7 Graphics display interfaces 12.8 Sound display and interface 12.9 Examples of input devices 12.10 Haptic feedback 12.11 Graphical rendering pipeline 12.12 Haptic rendering pipeline 12.13 OpenGL rendering pipeline 12.14 Applications of virtual reality 13. Object Modeling and Computer Architecture for Virtual Reality 13.1 Introduction 13.2 Modeling techniques in virtual reality 13.3 Model management 13.4 PC graphics architecture and accelerators 13.5 The SGI reality architecture 13.6 Scene graph-based systems 13.7 The Sun Blade™0 architecture 13.8 Sun Blade0 workstation graphics 13.9 Distributed VR environment 14. Virtual Reality and Augmented Reality Programming 14.1 Introduction 14.2 Programming through VRML 14.3 Extensible 3D (X3D) 14.4 VRML/X3D Browsers and Plugins 14.5 Java 3D: Programming the virtual world through Java 14.6 Introduction to OpenGL programming 14.7 Augmented reality 14.8 OpenCV for augmented reality Summary Review Questions Multiple-Choice Questions Appendix A. List of Abbreviations Appendix B.
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer Science
9 (RLIN) 147548
700 ## - ADDED ENTRY--PERSONAL NAME
Personal name MAURYA (Rajesh K)
9 (RLIN) 147549
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme
Koha item type Book
Holdings
Withdrawn status Lost status Source of classification or shelving scheme Damaged status Not for loan Collection code Permanent Location Current Location Date acquired Source of acquisition Cost, normal purchase price Total Checkouts Full call number Barcode Date last seen Date last checked out Cost, replacement price Price effective from Koha item type Date due
          Computer Applications & Animation St Aloysius College (Autonomous) St Aloysius College (Autonomous) 01/06/2024 Biblios Book Point Surathkal Mangalore 575014 607.00 1 001.6443 MAUC 077024 02/13/2024 02/09/2024 759.00 01/08/2024 Book  
          Computer Applications & Animation St Aloysius College (Autonomous) St Aloysius College (Autonomous) 01/06/2024 Biblios Book Point Surathkal Mangalore 575014 607.00 1 001.6443 MAUC 077025 01/09/2024 01/09/2024 759.00 01/08/2024 Book 04/27/2024

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