Graphics

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The Grammar of Graphics

Author : Leland Wilkinson
Publisher : Springer Science & Business Media
Page : 415 pages
File Size : 49,8 Mb
Release : 2013-03-09
Category : Computers
ISBN : 9781475731002

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The Grammar of Graphics by Leland Wilkinson Pdf

Written for statisticians, computer scientists, geographers, research and applied scientists, and others interested in visualizing data, this book presents a unique foundation for producing almost every quantitative graphic found in scientific journals, newspapers, statistical packages, and data visualization systems. It was designed for a distributed computing environment, with special attention given to conserving computer code and system resources. While the tangible result of this work is a Java production graphics library, the text focuses on the deep structures involved in producing quantitative graphics from data. It investigates the rules that underlie pie charts, bar charts, scatterplots, function plots, maps, mosaics, and radar charts. These rules are abstracted from the work of Bertin, Cleveland, Kosslyn, MacEachren, Pinker, Tufte, Tukey, Tobler, and other theorists of quantitative graphics.

Foundations of 3D Computer Graphics

Author : Steven J. Gortler
Publisher : MIT Press
Page : 291 pages
File Size : 50,6 Mb
Release : 2012-07-13
Category : Computers
ISBN : 9780262017350

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Foundations of 3D Computer Graphics by Steven J. Gortler Pdf

An introduction to the basic concepts of 3D computer graphics that offers a careful mathematical exposition within a modern computer graphics application programming interface. Computer graphics technology is an amazing success story. Today, all of our PCs are capable of producing high-quality computer-generated images, mostly in the form of video games and virtual-life environments; every summer blockbuster movie includes jaw-dropping computer generated special effects. This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics, and covers such topics as understanding and manipulating 3D geometric transformations, camera transformations, the image-rendering process, and materials and texture mapping. It also touches on advanced topics including color representations, light simulation, dealing with geometric representations, and producing animated computer graphics. The book takes special care to develop an original exposition that is accessible and concise but also offers a clear explanation of the more difficult and subtle mathematical issues. The topics are organized around a modern shader-based version of OpenGL, a widely used computer graphics application programming interface that provides a real-time “rasterization-based” rendering environment. Each chapter concludes with exercises. The book is suitable for a rigorous one-semester introductory course in computer graphics for upper-level undergraduates or as a professional reference. Readers should be moderately competent programmers and have had some experience with linear algebra. After mastering the material presented, they will be on the path to expertise in an exciting and challenging field.

Super Graphic

Author : Tim Leong
Publisher : Chronicle Books
Page : 196 pages
File Size : 47,7 Mb
Release : 2013-09-24
Category : Art
ISBN : 9781452135274

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Super Graphic by Tim Leong Pdf

The comic book universe is adventurous, mystifying, and filled with heroes, villains, and cosplaying Comic-Con attendees. This book by one of Wired magazine's art directors traverses the graphic world through a collection of pie charts, bar graphs, timelines, scatter plots, and more. Super Graphic offers readers a unique look at the intricate and sometimes contradictory storylines that weave their way through comic books, and shares advice for navigating the pages of some of the most popular, longest-running, and best-loved comics and graphic novels out there. From a colorful breakdown of the DC Comics reader demographic to a witty Venn diagram of superhero comic tropes and a Chris Ware sadness scale, this book charts the most arbitrary and monumental characters, moments, and equipment of the wide world of comics. Plus, this is the fixed format version, which includes high-resolution images.

Computer Graphics from Scratch

Author : Gabriel Gambetta
Publisher : No Starch Press
Page : 250 pages
File Size : 42,7 Mb
Release : 2021-05-13
Category : Computers
ISBN : 9781718500761

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Computer Graphics from Scratch by Gabriel Gambetta Pdf

Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.

ggplot2

Author : Hadley Wickham
Publisher : Springer Science & Business Media
Page : 213 pages
File Size : 52,9 Mb
Release : 2009-10-03
Category : Computers
ISBN : 9780387981413

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ggplot2 by Hadley Wickham Pdf

Provides both rich theory and powerful applications Figures are accompanied by code required to produce them Full color figures

Fundamentals of Computer Graphics

Author : Peter Shirley,Michael Ashikhmin,Steve Marschner
Publisher : CRC Press
Page : 784 pages
File Size : 54,8 Mb
Release : 2009-07-21
Category : Computers
ISBN : 9781439865521

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Fundamentals of Computer Graphics by Peter Shirley,Michael Ashikhmin,Steve Marschner Pdf

With contributions by Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, Brian Wyvill. The third edition of this widely adopted text gives students a comprehensive, fundamental introduction to computer graphics. The authors present the mathematical fo

Point-Based Graphics

Author : Markus Gross,Hanspeter Pfister
Publisher : Elsevier
Page : 553 pages
File Size : 47,5 Mb
Release : 2011-05-04
Category : Computers
ISBN : 9780080548821

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Point-Based Graphics by Markus Gross,Hanspeter Pfister Pdf

The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it’s on to the methods themselves. Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. You’ll learn to apply these techniques, and you’ll also learn how to create your own. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms. The first book on a major development in computer graphics by the pioneers in the field Shows how 3D images can be manipulated as easily as 2D images are with Photoshop

Michael Abrash's Graphics Programming Black Book

Author : Michael Abrash
Publisher : Coriolis Group Books
Page : 0 pages
File Size : 41,7 Mb
Release : 1997
Category : Computer graphics
ISBN : 1576101746

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Michael Abrash's Graphics Programming Black Book by Michael Abrash Pdf

No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.

3D Computer Graphics

Author : Samuel R. Buss
Publisher : Cambridge University Press
Page : 128 pages
File Size : 50,8 Mb
Release : 2003-05-19
Category : Computers
ISBN : 9781139440387

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3D Computer Graphics by Samuel R. Buss Pdf

This textbook, first published in 2003, emphasises the fundamentals and the mathematics underlying computer graphics. The minimal prerequisites, a basic knowledge of calculus and vectors plus some programming experience in C or C++, make the book suitable for self study or for use as an advanced undergraduate or introductory graduate text. The author gives a thorough treatment of transformations and viewing, lighting and shading models, interpolation and averaging, Bézier curves and B-splines, ray tracing and radiosity, and intersection testing with rays. Additional topics, covered in less depth, include texture mapping and colour theory. The book covers some aspects of animation, including quaternions, orientation, and inverse kinematics, and includes source code for a Ray Tracing software package. The book is intended for use along with any OpenGL programming book, but the crucial features of OpenGL are briefly covered to help readers get up to speed. Accompanying software is available freely from the book's web site.

Mobile 3D Graphics

Author : Kari Pulli,Tomi Aarnio,Ville Miettinen,Kimmo Roimela,Jani Vaarala
Publisher : Elsevier
Page : 464 pages
File Size : 40,7 Mb
Release : 2007-11-19
Category : Computers
ISBN : 0080555918

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Mobile 3D Graphics by Kari Pulli,Tomi Aarnio,Ville Miettinen,Kimmo Roimela,Jani Vaarala Pdf

Graphics and game developers must learn to program for mobility. This book will teach you how. "This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come." - Lincoln Wallen, CTO, Electronic Arts, Mobile “This book is an escalator, which takes the field to new levels. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject. - Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University "This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field." - Sean Ellis, Consultant Graphics Engineer, ARM Ltd The exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline. Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players. The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G. C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book. The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing. Along the way, readers will benefit from the hundreds of included tips, tricks and caveats. Written by experts at Nokia whose workshops at industry conferences are blockbusters The programs used in the examples are featured in thousands of professional courses each year

Computer Graphics Programming

Author : Günter Enderle,Klaus Kansy,Günther Pfaff
Publisher : Springer Science & Business Media
Page : 672 pages
File Size : 41,7 Mb
Release : 2012-12-06
Category : Computers
ISBN : 9783642710797

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Computer Graphics Programming by Günter Enderle,Klaus Kansy,Günther Pfaff Pdf

TO COMPUTER GRAPHICS BASED ONGKS Part I gives an introduction to basic concepts of computer graph ics and to the principles and concepts of GKS. The aims of this part are twofold: to provide the beginner with an overview of the terminology and concepts of computer graphics, based on GKS, and to give the computer graphics expert an introduc tion to the GKS standard. In the early chapters of this part, the main areas of computer graphics, the various classes of com puter graphics users, the interfaces of GKS and its underlying design concepts are discussed and important terms are defined. The later chapters give an informal introduction to the main concepts of GKS and their interrelationships: output, attributes, coordinate systems, transformations, input, segments, metafile, state lists, and error handling. This introduction to the GKS framework will prepare the ground for the detailed description of 2D GKS functions in Part III and the 3D extensions to GKS in Part IV. 1 WHAT IS COMPUTER GRAPHICS? 1. 1 Defmition of Computer Graphics The Data Processing Vocabulary of the International Organization for Stan dardization (ISO) [ISO 84] defines Computer Graphics as follows: "Methods and techniques for converting data to and from a graphic display via computer. " This definition refers to three basic components of any computer graphics system - namely "data", "computer", and "display".

R Graphics Cookbook

Author : Winston Chang
Publisher : "O'Reilly Media, Inc."
Page : 414 pages
File Size : 52,7 Mb
Release : 2013
Category : Computers
ISBN : 9781449316952

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R Graphics Cookbook by Winston Chang Pdf

"Practical recipes for visualizing data"--Cover.

The Language of Graphics

Author : Jörg von Engelhardt
Publisher : Yuri Engelhardt
Page : 218 pages
File Size : 48,8 Mb
Release : 2002
Category : Communication in art
ISBN : 9789057760891

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The Language of Graphics by Jörg von Engelhardt Pdf

Typography and Motion Graphics: The 'Reading-Image'

Author : Michael Betancourt
Publisher : Routledge
Page : 156 pages
File Size : 49,9 Mb
Release : 2018-11-20
Category : Art
ISBN : 9780429627835

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Typography and Motion Graphics: The 'Reading-Image' by Michael Betancourt Pdf

In his latest book, Michael Betancourt explores the nature and role of typography in motion graphics as a way to consider its distinction from static design, using the concept of the ‘reading-image’ to model the ways that motion typography dramatizes the process of reading and audience recognition of language on-screen. Using both classic and contemporary title sequences—including The Man With the Golden Arm (1955), Alien (1979), Flubber (1998), Six Feet Under (2001), The Number 23 (2007) and Scott Pilgrim vs. The World (2010)—Betancourt develops an argument about what distinguishes motion graphics from graphic design. Moving beyond title sequences, Betancourt also analyzes moving or kinetic typography in logo designs, commercials, film trailers, and information graphics, offering a striking theoretical model for understanding typography in media.