Record ID | harvard_bibliographic_metadata/ab.bib.14.20150123.full.mrc:362109978:3965 |
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LEADER: 03965nam a22004695a 4500
001 014277477-4
005 20150113020620.0
008 100301s2005 xxu| s ||0| 0|eng d
020 $a9780387254791
020 $a9780387254791
020 $a9780387955049
024 7 $a10.1007/b135398$2doi
035 $a(Springer)9780387254791
040 $aSpringer
050 4 $aT385
072 7 $aUML$2bicssc
072 7 $aCOM012000$2bisacsh
082 04 $a006.6$223
100 1 $aGovil-Pai, Shalini.$eauthor.
245 10 $aPrinciples of Computer Graphics :$bTheory and Practice Using OpenGL and Maya® /$cby Shalini Govil-Pai.
264 1 $aBoston, MA :$bSpringer US,$c2005.
300 $aXI, 295 p.$bonline resource.
336 $atext$btxt$2rdacontent
337 $acomputer$bc$2rdamedia
338 $aonline resource$bcr$2rdacarrier
347 $atext file$bPDF$2rda
505 0 $aThe Basics -- From Pixels to Shapes -- Making Them Move -- Pixels, Images and Image Files -- Let The Games Begin -- It’s 3D Time! -- 3D Modeling -- Rendering: Shading and Lighting -- Advanced Techniques -- And Finally, Introducing Maya -- Making Them Move -- Animation -- Viewpoint Animation -- Lights, Camera, Action!.
520 $aComputer graphics continues to evolve at a breakneck pace, fueled by modern uses in health, biotechnology, business, and entertainment (feature films and the gaming industry). It is important for those in the business to have a solid grounding in—and holistic view of—the fundamentals of this exciting discipline. Providing an integrated balance of underlying theory and real-life practicality, Principles of Computer Graphics is a uniquely comprehensive introduction to the concepts, core principles, and methodologies employed in the graphics endeavor. Concepts are defined and explained in an easy-to-understand manner, and the reader learns progressively— from basic algorithmic components to elaborate and stunning visual displays. The text uses C (a standard programming language) and OpenGL (a standard graphics library) to teach illustratively, and it introduces the powerful 3D capability of Maya. Readers need only a basic education in math and programming.
520 $aTopics and Features: -Provides a full introduction to computer graphics concepts, principles, methods, and applications -Concentrates on core principles, thereby allowing readers to readily utilize any graphics API upon completion -Reinforces its theme with heavy use of examples, exercises, and figures and images -Discusses the processes, tricks, and techniques used at professional production houses -Uses a step-by-step, teach-by-example approach, whereby readers end up creating their own game and movie (much like real graphics production houses) -Supplies a full treatment of all key elements of graphics study and the results and products derived from it This all-encompassing and well-organized textbook/reference is ideally suited to both students and professionals interested in developing or honing their skills in computer graphics.
520 $aIts clarity of approach and wealth of examples and learning aids will also be helpful for vocational training courses or self study, and will empower readers to further study of graphics. Shalini Govil-Pai has used her imaging and animation expertise to develop virtual reality games and military training simulators. She was technical director on the films, Toy Story and A Bug’s Life, and is a co-author of Learning Computer Graphics.
650 0 $aComputer science.
650 0 $aComputer vision.
650 0 $aComputer graphics.
650 14 $aComputer Science.
650 24 $aComputer Graphics.
650 24 $aImage Processing and Computer Vision.
650 24 $aProgramming Techniques.
650 24 $aComputer Imaging, Vision, Pattern Recognition and Graphics.
650 24 $aMedia Design.
776 08 $iPrinted edition:$z9780387955049
988 $a20150113
906 $0VEN