Saturday 15 September 2018

3-D COMPUTER GRAPHIC :A Mathematical Introduction with OpenGL

3-D COMPUTER GRAPHIC :A Mathematical Introduction with OpenGL
FOR UPSC, SSC, RAILWAYS, BANKINGS, CAT, NDA, CDS AND OTHER NATIONAL & STATE LEVEL COMPETITIVE EXAMS




Preface
Computer graphics has grown phenomenally in recent decades, progressing from simple 2-D graphics to complex, high-quality, three-dimensional environments. In entertainment, computer graphics is used extensively in movies and computer games. Animated movies are increasingly being made entirely with computers. Even non animated movies depend heavily on computer graphics to develop special effects: witness, for instance, the success of the Star Wars movies beginning in the mid-1970s. The capabilities of computer graphics in personal computers and home game consoles have now improved to the extent that low-cost systems are able to display millions of polygons per second. There are also significant uses of computer graphics in non entertainment applications. For example, virtual reality systems are often used in training. Computer graphics is an indispensable tool for scientific visualization and for computer-aided design (CAD). We need good methods for displaying large data sets comprehensibly and for showing the results of large-scale scientific simulations. The art and science of computer graphics have been evolving since the advent of computers and started in earnest in the early 1960s. Since then, computer graphics has developed into a rich, deep, and coherent field. The aim of this book is to present the mathematical foundations of computer graphics along with a practical introduction to programming using OpenGL. I believe that understanding the mathematical basis is important for any advanced use of computer graphics. For this reason, this book attempts to cover the underlying mathematics thoroughly. The principle guiding the selection of topics for this book has been to choose topics that are of practical significance for computer graphics practitioners – in particular for software developers. My hope is that this book will serve as a comprehensive introduction to the standard tools used in this field and especially to the mathematical theory behind these tools.

About This Book
The plan for this book has been shaped by my personal experiences as an academic mathematician and by my participation in various applied computer projects, including projects in computer games and virtual reality. This book was started while I was teaching a mathematics class at the University of California, San Diego (UCSD), on computer graphics and geometry. That course was structured as an introduction to programming 3-D graphics in OpenGL and to the mathematical foundations of computer graphics. While teaching that course, I became convinced of the need for a book that would bring together the mathematical theory underlying computer graphics in an introductory and unified setting. 

The other motivation for writing this book has been my involvement in several virtual reality and computer game projects. Many of the topics included in this book are presented mainly because I have found them useful in computer game applications. Modern-day computer games and virtual reality applications are technically demanding software projects: these applications require software capable of displaying convincing three-dimensional environments. Generally, the software must keep track of the motion of multiple objects; maintain information about the lighting, colors, and textures of many objects; and display these objects on the screen at 30 or 60 frames per second. In addition, considerable artistic and creative skills are needed to make a worthwhile three-dimensional environment. Not surprisingly, this requires sophisticated software development by large teams of programmers, artists, and designers.

Perhaps it is a little more surprising that 3-D computer graphics requires extensive mathematics. This is, however, the case. Furthermore, the mathematics tends to be elegant and interdisciplinary. The mathematics needed in computer graphics brings together constructions and methods from several areas, including geometry, calculus, linear algebra, numerical analysis, abstract algebra, data structures, and algorithms. In fact, computer graphics is arguably the best example of a practical area in which so much mathematics combines so elegantly.This book presents a blend of applied and theoretical topics. On the more applied side,I recommend the use of OpenGL, a readily available, free, cross-platform programming environment for 3-D graphics. The C and C++ code for OpenGL programs that can freely be downloaded from the Internet has been included, and I discuss how OpenGL implements many of the mathematical concepts discussed in this book. A ray tracer software package is also described; this software can also be downloaded from the Internet. On the theoretical side, this book stresses the mathematical foundations of computer graphics, more so than any other text of which I am aware. I strongly believe that knowing the mathematical foundations of computer graphics is important for being able to use tools such as OpenGL or Direct3D, or, to a lesser extent, CAD programs properly. The mathematical topics in this book are chosen because of their importance and relevance to graphics. However, I have not hesitated to introduce more abstract concepts when they are crucial to computer graphics – for instance, the projective geometry interpretation of homogeneous coordinates. A good knowledge of mathematics is invaluable if you want to use the techniques of computer graphics software properly and is even more important if you want to develop new or innovative uses of computer graphics.

About book
Book Name: 3-D Computer Graphics A Mathematical Introduction with OpenGL
Publication: Cambridge university press
Authors: SAMUEL R. BUSS
Language: English
Pages: 390
Size: 6 mb
Format: pdf
Uploaded: Google drive


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