This note provides an
introduction to the principles of computer graphics. In particular,it will
consider methods for modeling 3-dimensional objects and efficiently generating
photorealistic renderings on color raster graphics devices.
note is an introduction to the fundamentals of the field of computer graphics.
Topics covered includes: Model transformations, Homogeneous Coordinates, View
transformations, Projections, View Volume, Projective Transforms, Clipping,
windowing, rasterization, Graphics Pipeline, Hidden Surface Removal, Object
hierarchies, fractals, L-systems, Cubic Curves and Bicubic Surfaces, Meshes,
Lighting, Material, Shading, texture mapping, environment mapping, shadows and
note covers the following topics: Introduction to Graphics, Curves,
Transformations, Coordinate Free Geometry, 3D Objects, Camera Models,
Visibility, Basic Lighting and Reflection, Basic Ray Tracing, Radiometry and
Reflection, Distribution Ray Tracing, Parametric Curves And Surfaces and
This lecture note covers the following topics:
Points and Lines, Vectors, Points, and Column Matrices, Matrix Addition, Vector
Addition, Vector Length, Vector Direction, Scaling and Unit Vectors, The Dot
Product, Length and the Dot Product, The Angle between Two Vectors, The Angle
between 3D Vectors, Projecting one Vector onto Another, Vector Cross Product,
Matrices and Simple Matrix Operations, Matrix-Column Matrix Multiplicaton,
Matrix-Matrix Multiplication and Identity Matrix and Matrix Inverse.
guide covers the following topics: State Management and Drawing Geometric
Objects, Viewing, Color, Lighting, Blending, Antialiasing, Fog, and Polygon
Offset, Display Lists, Drawing Pixels, Bitmaps, Fonts, and Images, Texture
Mapping, The Framebuffer, Tessellators and Quadrics.
This book is an integration of Michael's previous writings on assembly
language and graphics programming. Much of the focus of this book is on
profiling and code testing, as well as performance optimization. It also
explores much of the technology behind the Doom and Quake 3-D games, and 3-D
graphics problems such as texture mapping, hidden surface removal, and the like.
Thanks to Michael for making this book available.
The purpose of this book is to teach you how to
write GUI programs using Qt 3. It is assumed that you have a basic knowledge of
C++.The code examples use a subset of C++, avoiding many C++ features that are
rarely needed when programming Qt.