Computer Graphics with Virtual Reality System

By: Rajesh K MauryaContributor(s): MAURYA (Rajesh K)Material type: TextTextLanguage: English Publisher: New Delhi Wiley India Pvt Ltd 2018Edition: 3Description: xviii,630 p. PB 23.5x18cmISBN: 9788126576333Subject(s): Computer ScienceDDC classification: 001.6443 Summary: 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.
List(s) this item appears in: New Arrivals - March 2024
Tags from this library: No tags from this library for this title. Log in to add tags.
    Average rating: 0.0 (0 votes)
Item type Current location Collection Call number Status Date due Barcode Item holds
Book Book St Aloysius College (Autonomous)
Computer Applications & Animation 001.6443 MAUC (Browse shelf) Available 077024
Book Book St Aloysius College (Autonomous)
Computer Applications & Animation 001.6443 MAUC (Browse shelf) Checked out 04/27/2024 077025
Total holds: 0

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.

Table of Contents:
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.

There are no comments on this title.

to post a comment.

Powered by Koha