Computer Science BooksComputer Graphics Books

Simulating Humans Computer Graphics, Animation, and Control (N.I. Badler)

Advertisement

Simulating Humans Computer Graphics, Animation, and Control (N.I. Badler)

Simulating Humans Computer Graphics, Animation, and Control (N.I. Badler)

This book is intended for human factors engineers requiring current knowledge of how a computer graphics surrogate human can augment their analyses of designed environments. It will also help inform design engineers of the state-of-the-art in human gure modeling, and hence of the human-centered design central to the emergent notion of Concurrent Engineering. Topics covered includes: Body Modeling, Spatial Interaction, Behavioral Control, Simulation with Societies of Behaviors, Task-Level Specifications and Epilogue.

Author(s):

s283 Pages
Similar Books
Computer Graphics And Multimedia

Computer Graphics And Multimedia

This note covers the following topics: Applications of Computer Graphics and Multimedia, Graphics System, Graphics Output primitive, Two Dimensional Geometric Transformations, Two Dimensional Viewing, Three Dimensional Object Representations, Three Dimensional Geometric and Modeling Transformations, .Illumination Model and Surface Rendering Methods, Digital Audio, Digital Image.

s98 Pages
Computer Graphics Lecture Notes by Clinton L. Jeffery

Computer Graphics Lecture Notes by Clinton L. Jeffery

This note explains the following topics: Graphics Hardware, Frame Buffers, Line Drawing, API parameters and graphic contexts, Color Indices and Colormaps, Raster Operations, UIGUI's Graphics Primitives, Region Filling, Golden Rectangle, Backing Store and Expose Events, Contexts and Cloning, Splines, Smooth Curves, Gamma Correction, 2D Geometrical Transformations, Composition of 3D Transformations, OpenGL, GLU and GLUT objects, Phong Model, Texture Mapping, Texture Coordinate Generation, Texture Objects, Curves and Surfaces, 3D Model File Formats.

sNA Pages
Computer Graphics by Seoul National University

Computer Graphics by Seoul National University

The goal of this note is to provides an Introduction to the theory of computer graphics. Topics covered includes: Scan conversion and clipping, Windows Programming and Sampling, 2D and 3D Geometric transformation, 2D viewing, DirectX : Creating a device and rendering vertices, Modeling and 3D Viewing, Hidden surface removal Hidden surface removal, Using matrices, Texture Mapping and Lighting Color, Curve and surfaces, Fixed and programmable pipeline.

sNA Pages
Computer Graphics by Nobuhiko Mukai

Computer Graphics by Nobuhiko Mukai

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.

s266 Pages
Computer Graphics Course Notes

Computer Graphics Course Notes

This lecture note covers the following topics: Computer Graphics Basics, Introduction to C++, Getting Started with OpenGL, OpenGL Examples, An OpenGL Flight Simulator, Introduction to Java, Writing Classes in Java, Basic Java Graphics, Introduction to JavaScript, JavaScript Graphics with Canvas and Scalable Vector Graphics (SVG).

sNA Pages
Computer Vision and Image Processing (David Marshall)

Computer Vision and Image Processing (David Marshall)

This note covers the following topics: Image Acquisition, Image processing, Edge Detection, Edge Linking, Segmentation, Line Labelling, Relaxation Labelling, Optical Flow and Object Recognition.

sNA Pages
Graphics Programming Black Book (M. Abrash)

Graphics Programming Black Book (M. Abrash)

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.

sNA Pages
Cross Platform GUI Programming with wxWidgets (Julian Smart/Kevin Hock)

Cross Platform GUI Programming with wxWidgets (Julian Smart/Kevin Hock)

Currently this section contains no detailed description for the page, will update this page soon.

s Pages
Encyclopedia of Graphics File Formats

Encyclopedia of Graphics File Formats

Currently this section contains no detailed description for the page, will update this page soon.

s Pages
Graph Theory, 3rd Edition (R. Diestel)

Graph Theory, 3rd Edition (R. Diestel)

Currently this section contains no detailed description for the page, will update this page soon.

s Pages

Advertisement