This book introduces the key algorithms that lie at the heart of all computer graphics software packages in a way that they can readily be put to use. Where possible, the algorithms are accompanied by practical useful computer codes. The book begins with the fundamental coordinate geometry and other mathematical ideas that lie at the heart of nearly all of the algorithms. The author takes a step-by-step approach to the design of rendering algorithms from the fastest scanline Z-buffer procedure to the high-quality ray-traced approach. The book includes several chapters devoted to building real-time 3D viewing and animation programs for the Windows operating system using Visual C++.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
This book introduces the key algorithms that lie at the heart of all computer graphics software packages in a way that they can readily be put to use. Where possible, the algorithms are accompanied by practical useful computer codes. The book begins with the fundamental coordinate geometry and other mathematical ideas that lie at the heart of nearly all of the algorithms. The author takes a step-by-step approach to the design of rendering algorithms from the fastest scanline Z-buffer procedure to the high-quality ray-traced approach. The book includes several chapters devoted to building real-time 3D viewing and animation programs for the Windows operating system using Visual C++.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
Vendeur : Better World Books, Mishawaka, IN, Etats-Unis
Etat : Good. Former library copy. Pages intact with minimal writing/highlighting. The binding may be loose and creased. Dust jackets/supplements are not included. Includes library markings. Stock photo provided. Product includes identifying sticker. Better World Books: Buy Books. Do Good. N° de réf. du vendeur 10367340-6
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