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نویسندهالهام‌گیری

Introduction to Computer Graphics: Using Java 2D and 3D (Undergraduate Topics in Computer Science)

F. Klawonn, Frank Klawonn

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  • تخفیف زمان‌دار−۵٬۰۰۰ تومان

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تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی

مشخصات کتاب

سال انتشار
۲۰۱۲
فرمت
PDF
زبان
انگلیسی
حجم فایل
۳٫۷ مگابایت
شابک
9781447127321، 9781447127338، 9781846288487، 1447127323، 1447127331، 1846288487

دربارهٔ کتاب

A basic understanding of the key techniques in computer graphics can open the door to this exciting field and its many applications. This easy-to-follow textbook/reference introduces the fundamental concepts of computer graphics, integrating both technical background and theory with practical examples and applications throughout. Thoroughly revised and updated, this new edition continues to present a user-friendly approach to creating images and animations, complementing the expanded coverage of topics with extensive usage of example programs and exercises. Topics and features: provides an ideal, self-contained introduction to computer graphics, with theory and practice presented in integrated combination; presents a practical guide to basic computer graphics programming using Java 2D and 3D; includes new and expanded content on the integration of text in 3D, particle systems, billboard behaviours, dynamic surfaces, the concept of level of detail, and the use of functions of two variables for surface modelling; contains many pedagogical tools, including numerous easy-to-understand example programs and end-of-chapter exercises; supplies useful supplementary material, including additional exercises, solutions, and program examples, at the associated website http: //public.ostfalia.de/ klawonn/computergraphics. This reader-friendly textbook is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics, and enabling the reader to immediately implement these concepts in Java 2D and/or 3D with only elementary knowledge of the programming language. Introduction to Computer Graphics......Page 4 Preface to the Second Edition......Page 6 Aims of the Book......Page 7 Guidelines for the Reader......Page 8 Acknowledgements......Page 9 Contents......Page 10 List of Figures......Page 14 1.1 Application Fields......Page 18 1.2 From a Real Scene to an Image......Page 20 1.3 Organisation of the Book......Page 21 References......Page 22 2.1 Raster Versus Vector Graphics......Page 23 2.2 The First Java 2D Program......Page 25 2.3 Basic Geometric Objects......Page 29 2.4 Basic Geometric Objects in Java 2D......Page 31 2.5 Geometric Transformations......Page 36 2.6 Homogeneous Coordinates......Page 40 2.7 Applications of Transformations......Page 43 2.8 Geometric Transformations in Java 2D......Page 45 2.9 Animation and Movements Based on Transformations......Page 48 2.10 Movements via Transformations in Java 2D......Page 50 2.11 Interpolators for Continuous Changes......Page 51 2.12 Implementation of Interpolators in Java 2D......Page 54 2.13 Single or Double Precision......Page 55 References......Page 57 3.1 Lines and Pixel Graphics......Page 58 3.2 The Midpoint Algorithm for Lines......Page 60 3.3 Structural Algorithms......Page 68 3.4 Pixel Densities and Line Styles......Page 70 3.4.1 Different Line Styles with Java 2D......Page 73 3.5 Line Clipping......Page 74 3.6 The Midpoint Algorithm for Circles......Page 80 3.7 Drawing Arbitrary Curves......Page 84 3.8 Antialiasing......Page 85 3.9 Drawing Thick Lines......Page 87 3.9.1 Drawing Thick Lines with Java 2D......Page 88 3.10 Exercises......Page 89 References......Page 90 4.1 Filling Areas......Page 91 4.2 Buffered Images in Java 2D......Page 94 4.2.1 Double Buffering in Java 2D......Page 95 4.2.3 Textures in Java 2D......Page 97 4.3 Displaying Text......Page 98 4.4 Text in Java 2D......Page 99 4.5 Grey Images and Intensities......Page 101 4.6 Colour Models......Page 103 4.7 Colour Interpolation......Page 107 4.8 Colour Interpolation with Java 2D......Page 110 References......Page 112 5.1 From a 3D World to a Model......Page 113 5.2 Geometric Transformations......Page 114 5.2.2 Geometric Transformations in Java 3D......Page 118 5.3 The Scenegraph......Page 119 5.4 Elementary Geometric Objects in Java 3D......Page 121 5.5 The Scenegraph in Java 3D......Page 122 5.6 Animation and Moving Objects......Page 127 5.7 Animation in Java 3D......Page 130 5.8 Projections......Page 135 5.8.1 Projections in Java 3D......Page 141 References......Page 142 6.1 Three-Dimensional Objects and Their Surfaces......Page 143 6.2 Topological Notions......Page 145 6.3 Modelling Techniques......Page 147 6.4 Surface Modelling with Polygons in Java 3D......Page 151 6.5 Importing Geometric Objects into Java 3D......Page 153 6.6 Surfaces as Functions of Two Variables......Page 155 6.6.1 Representation of Landscapes......Page 157 6.6.2 Representation of Functions in Java 3D......Page 159 6.7.1 Text in Java 3D......Page 160 6.8.1 Parametric Curves......Page 162 6.8.2 Efficient Computation of Polynomials......Page 167 6.8.3 Freeform Surfaces......Page 169 6.9 Normal Vectors for Surfaces......Page 171 6.9.1 Normal Vectors in Java 3D......Page 173 References......Page 174 7.1 The Clipping Volume......Page 175 7.1.1 Clipping in Java 3D......Page 177 7.2.1 Image-Precision and Object-Precision Algorithms......Page 178 7.2.2 Back-Face Culling......Page 179 7.2.3 Spatial Partitioning......Page 180 7.3.1 The z-Buffer Algorithm......Page 181 7.3.2 Scan Line Technique for Edges......Page 184 7.3.3 Ray Casting......Page 185 7.4 Priority Algorithms......Page 188 7.5 Exercises......Page 190 Chapter 8: Illumination and Shading......Page 191 8.1 Light Sources......Page 192 8.2 Light Sources in Java 3D......Page 195 8.3 Reflection......Page 197 8.4 Shading in Java 3D......Page 204 8.5 Shading......Page 205 8.6 Shadows......Page 209 8.7 Transparency......Page 211 8.8 Textures......Page 213 8.9 Textures in Java 3D......Page 215 8.10 The Radiosity Model......Page 217 8.11 Ray Tracing......Page 221 8.12 Exercises......Page 222 References......Page 223 9.1 Fog......Page 224 9.2 Fog in Java 3D......Page 226 9.3 Particle Systems......Page 227 9.4 A Simple Implementation of a Particle System in Java 3D......Page 229 9.5 Dynamic Surfaces......Page 231 9.6 Dynamic Surfaces in Java 3D......Page 234 9.8 Interaction in Java 3D......Page 236 9.9 Collision Detection......Page 239 9.10 Collision Detection in Java 3D......Page 240 9.11 Level of Detail (LOD) in Java 3D......Page 245 9.12 Sound Effects......Page 247 9.13 Sound Effects in Java 3D......Page 248 9.14 Stereoscopic Viewing......Page 249 References......Page 252 Appendix A: Useful Links......Page 254 Appendix B: Example Programs......Page 256 Appendix C: References to Java 2D Classes and Methods......Page 260 Appendix D: References to Java 3D Classes and Methods......Page 261 Index......Page 263 Computer Graphics Comprises The Creation And Representation Of Simple Graphical Elements And Images, As Well As Modern Techniques For Rendering A Virtual Reality. To Apply These Techniques Correctly, One Requires A Basic Understanding Of The Fundamental Concepts In Graphics. This Book Introduces The Most Important Basic Concepts Of Computer Graphics, Coupling The Technical Background And Theory With Practical Examples And Applications Throughout. Its User-friendly Approach Enables The Reader To Gain Understanding Through The Theory At Work, Via The Many Example Programs Provided. With Only Elementary Knowledge Of The Programming Language Java, The Reader Will Be Able To Create Their Own Images And Animations Immediately, Using Java 2d And/or Java 3d. Features: • Presents Computer Graphics Theory And Practice In Integrated Combination • Focuses On The Increasingly Used Java 3d (and 2d In The First Section Of The Book) • Uses Many Pedagogical Tools, Including Numerous Easy-to-understand Example Programs And End-of-chapter Exercises • Offers Internet Support For Students And Instructors (found At Http://public.rz.fh-wolfenbuettel.de/~klawonn/computergraphics), Such As Additional Exercises, Solutions, Program Examples, Slides For Lecturers And Links To Useful Websites • Provides An Ideal, Self-contained Introduction To Computer Graphics Written For Second Year Undergraduates And Above, This Reader-friendly, Clear And Concise Textbook Will Be An Essential Tool For Those Studying Computer Science And Computer Engineering. Frank Klawonn Has Many Years Of Experience Teaching Computer Graphics And Coordinating Application Projects With Companies. Basic Principles Of Two-dimensional Graphics -- Drawing Lines And Curves -- Areas, Text And Colours -- Basic Principles Of Three-dimensional Graphics -- Modelling Three-dimensional Objects -- Visible Surface Determination -- Illumination And Shading -- Special Effects And Virtual Reality. By Frank Klawonn. Description Based Upon Print Version Of Record. Includes Bibliographical References (p. [277]-280) And Index. English This book is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics, and enabling the reader to immediately implement these concepts in Java 2D and/or 3D with only elementary knowledge of the programming language. Features: provides an ideal, self-contained introduction to computer graphics, with theory and practice presented in integrated combination; presents a practical guide to basic computer graphics programming using Java 2D and 3D; includes new and expanded content on the integration of text in 3D, particle systems, billboard behaviours, dynamic surfaces, the concept of level of detail, and the use of functions of two variables for surface modelling; contains many pedagogical tools, including numerous easy-to-understand example programs and end-of-chapter exercises; supplies useful supplementary material, including additional exercises, solutions, and program examples, at an associated website. This book provides an introduction to the basic concepts of computer graphics. It couples the technical background and theory immediately with practical examples and applications. The reader can follow up the theory and then see the theory at work in example programs Provides an introduction to the basic concepts of computer graphics. Klawonn couples the technical background and theory immediately with practical examples and applications. --From publisher description

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