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LEARNING COMPUTER GRAPHICS - FROM 3D MODELS TO ANIMATED MOVIES ON YOUR PC

LEARNING COMPUTER GRAPHICS - FROM 3D MODELS TO ANIMATED MOVIES ON YOUR PC

LEARNING COMPUTER GRAPHICS - FROM 3D MODELS TO ANIMATED MOVIES ON YOUR PC
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LEARNING COMPUTER GRAPHICS - FROM 3D MODELS TO ANIMATED MOVIES ON YOUR PC Paperback - 1998

by PAI, R.,

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Springer, 1998. 1st. Paperback. New/New.
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Details

  • Title LEARNING COMPUTER GRAPHICS - FROM 3D MODELS TO ANIMATED MOVIES ON YOUR PC
  • Author PAI, R.,
  • Binding Paperback
  • Edition 1st
  • Condition New
  • Pages 152
  • Volumes 1
  • Language ENG
  • Publisher Springer
  • Publication date 1998
  • Illustrated Yes
  • Features Bibliography, Illustrated, Index
  • Bookseller's Inventory # AME_9780387948980
  • ISBN 9780387948980 / 0387948988
  • Weight 0.7 lbs (0.32 kg)
  • Dimensions 9.04 x 6.89 x 0.47 in (22.96 x 17.50 x 1.19 cm)
  • Category Computers - Desktop Publishing
  • Library of Congress subjects Computer graphics
  • Library of Congress Catalogue Number 98024060
  • Dewey Decimal Code 006.6
  • Quantity available 4

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Reader reviews for LEARNING COMPUTER GRAPHICS - FROM 3D MODELS TO ANIMATED MOVIES ON YOUR PC

From the publisher

- Modeling - creating objects in three-dimensional space. - Animation - assigning a time-varying geometry and behavior to the modeled object. - Rendering - creating a photorealistic image of the modeled object. - Image Manipulation - enhancing rendered images to produce desired special effects. This book is organized to give the reader a clear and concise over- view of the above basic principles in computer graphics. New concepts introduced in a chapter are illustrated by hands-on projects using the software provided. The chapters are organized as described below: Chapter 1 providesanoverviewofcomputergraphics (CG) andhow it has evolved. It includes an introduction to computer graphics ter- minology and definitions. Chapter 2 describes what modeling means in CG. The concept of wire frame models is elucidated. Basic models (sphere, cube, cylinder, cone, polygon) are covered and an insight into polygonal representa- tions of other complex objects is also provided. The projects included in this chapter involve use of modeling concepts leamed in the chapter. Chapter 3 discusses animation in detail. Principles of frame ani- mation and real time animation are explained. The reader is given the opportunity to animate the modeled objects from Chapter 2. Chapter 4 covers rendering of the wire frame objects created in Chapter 2. The fundamentals oflighting, shading, and texture mapping are discussed. The objects created in Chapter 2 are rendered by the user and the complete animation is seen in a rendered form.
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