Computer Graphics
eBook - PDF

Computer Graphics

  1. 268 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

Computer Graphics

About this book

Computer graphics is now used in various fields; for industrial, educational, medical and entertainment purposes. The aim of computer graphics is to visualize real objects and imaginary or other abstract items. In order to visualize various things, many technologies are necessary and they are mainly divided into two types in computer graphics: modeling and rendering technologies. This book covers the most advanced technologies for both types. It also includes some visualization techniques and applications for motion blur, virtual agents and historical textiles. This book provides useful insights for researchers in computer graphics.

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Yes, you can access Computer Graphics by Nobuhiko Mukai 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. Computer Graphics
  2. Contents
  3. Preface
  4. Chapter 1 Approach to Representation of Type-2 Fuzzy Sets Using Computational Methods of Computer Graphics
  5. Chapter 2 Self-Organizing Deformable Model: A Method for Projecting a 3D Object Mesh Model onto a Target Surface
  6. Chapter 3 Bounding Volume Hierarchies for Collision Detection
  7. Chapter 4 Modeling and Visualization of the Surface Resulting from the Milling Process
  8. Chapter 5 A Border-Stable Approach to NURBS Surface Rendering for Ray Tracing
  9. Chapter 6 Design and Implementation of Interactive Flow Visualization Techniques
  10. Chapter 7 Simulations with Particle Method
  11. Chapter 8 Fast Local Tone Mapping, Summed-Area Tables and Mesopic Vision Simulation
  12. Chapter 9 Volume Ray Casting in WebGL
  13. Chapter 10 Motion and Motion Blur Through Green’s Matrices
  14. Chapter 11 Maxine: Embodied Conversational Agents for Multimodal Emotional Communication
  15. Chapter 12 To See the Unseen – Computer Graphics in Visualisation and Reconstruction of Archaeological and Historical Textiles⤀
  16. Chapter 13 Developing an Interactive Knowledge-Based Learning Framework with Support of Computer Graphics and Web-Based Technologies for Enhancing Individuals’ Cognition, Scientific, Learning Performance and Digital Literacy Competences