An Integrated Introduction to Computer Graphics and Geometric Modeling
eBook - PDF

An Integrated Introduction to Computer Graphics and Geometric Modeling

  1. 574 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

An Integrated Introduction to Computer Graphics and Geometric Modeling

About this book

Taking a novel, more appealing approach than current texts, An Integrated Introduction to Computer Graphics and Geometric Modeling focuses on graphics, modeling, and mathematical methods, including ray tracing, polygon shading, radiosity, fractals, freeform curves and surfaces, vector methods, and transformation techniques. The author begins with f

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Yes, you can access An Integrated Introduction to Computer Graphics and Geometric Modeling by Ronald Goldman in PDF and/or ePUB format, as well as other popular books in Computer Science & Computer Graphics. We have over one million books available in our catalogue for you to explore.

Information

Table of contents

  1. Front cover
  2. Contents
  3. Foreword
  4. Preface
  5. Author
  6. Part I: Two-Dimensional Computer Graphics: From Common Curves to Intricate Fractals
  7. Chapter 1. Turtle Graphics
  8. Chapter 2. Fractals from Recursive Turtle Programs
  9. Chapter 3. Some Strange Properties of Fractal Curves
  10. Chapter 4. Affine Transformations
  11. Chapter 5. Affine Geometry: A Connect-the-Dots Approach to Two-Dimensional Computer Graphics
  12. Chapter 6. Fractals from Iterated Function Systems
  13. Chapter 7. The Fixed-Point Theorem and Its Consequences
  14. Chapter 8. Recursive Turtle Programs and Conformal Iterated Function Systems
  15. Part II: Mathematical Methods for Three-Dimensional Computer Graphics
  16. Chapter 9. Vector Geometry: A Coordinate-Free Approach
  17. Chapter 10. Coordinate Algebra
  18. Chapter 11. Some Applications of Vector Geometry
  19. Chapter 12. Coordinate-Free Formulas for Affine and Projective Transformations
  20. Chapter 13. Matrix Representations for Affine and Projective Transformations
  21. Chapter 14. Projective Space versus the Universal Space of Mass-Points
  22. Chapter 15. Quaternions: Multiplication in the Space of Mass-Points
  23. Part III: Three-Dimensional Computer Graphics: Realistic Rendering
  24. Chapter 16. Color and Intensity
  25. Chapter 17. Recursive Ray Tracing
  26. Chapter 18. Surfaces I: The General Theory
  27. Chapter 19. Surfaces II: Simple Surfaces
  28. Chapter 20. Solid Modeling
  29. Chapter 21. Shading
  30. Chapter 22. Hidden Surface Algorithms
  31. Chapter 23. Radiosity
  32. Part IV: Geometric Modeling: Freedom Curves and Surfaces
  33. Chapter 24. Bezier Curves and Surfaces
  34. Chapter 25. Bezier Subdivision
  35. Chapter 26. Blossoming
  36. Chapter 27. B-Spline Curves and Surfaces
  37. Chapter 28. Knot Insertion Algorithms for B-Spline Curves and Surfaces
  38. Chapter 29. Subdivision Matrices and Iterated Function Systems
  39. Chapter 30. Subdivision Surfaces
  40. Further Readings
  41. Index
  42. Back cover