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Fundamentals of Computer Graphics

Author: Steve Marschner
Publisher: CRC Press
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Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs. Key Features Provides a thorough treatment of basic and advanced topics in current graphics algorithms Explains core principles intuitively, with numerous examples and pseudo-code Gives updated coverage of the graphics pipeline, signal processing, texture mapping, graphics hardware, reflection models, and curves and surfaces Uses color images to give more illustrative power to concepts


Real Time Rendering Fourth Edition

Author: Tomas Akenine-Mo ̈ller
Publisher: CRC Press
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Size: 27,30 MB
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Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and o


Fundamentals of Computer Graphics

Author: Peter Shirley
Publisher: CRC Press
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With contributions by Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, Brian Wyvill. The third edition of this widely adopted text gives students a comprehensive, fundamental introduction to computer graphics. The authors present the mathematical foundations of computer graphics with a focus on geometric intuition, allowing the programmer to understand and apply those foundations to the development of efficient code. New in this edition: Four new contributed chapters, written by experts in their fields: Implicit Modeling, Computer Graphics in Games, Color, Visualization, including information visualization Revised and updated material on the graphics pipeline, reflecting a modern viewpoint organized around programmable shading. Expanded treatment of viewing that improves clarity and consistency while unifying viewing in ray tracing and rasterization. Improved and expanded coverage of triangle meshes and mesh data structures. A new organization for the early chapters, which concentrates foundational material at the beginning to increase teaching flexibility.


Computer Fundamentals Architecture Organisation

Author: B. Ram
Publisher: New Age International
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The fourth edition of this widely used book includes several new topics to make the coverage more comprehensive and contemporary. The book presents an exhaustive and up-to-date exposition of CPUs, peripherals, supporting chips and bus standards. The cov


Fundamentals of Operating Systems

Author: Andrew Lister
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Inleiding voor beginnende studenten in de computerkunde, waarbij enigebasiskennis vereist is


Engineering Design Graphics Journal

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OpenGL Reference Manual

Author: OpenGL Architecture Review Board
Publisher: Addison-Wesley Professional
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Format Type: PDF
Size: 22,86 MB
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The Official Reference Document to OpenGL, Version 1.4 OpenGL is a powerful software interface used to produce high-quality computer-generated images and interactive graphics applications by rendering 2D and 3D geometric objects, bitmaps, and color images. Officially sanctioned by the OpenGL Architecture Review Board (ARB), The OpenGL� Reference Manual, Fourth Edition, is the comprehensive and definitive documentation of all core OpenGL functions. This fourth edition has been completely revised and updated for OpenGL Versions 1.3 and 1.4. It features coverage of cube-mapped textures, multisampling, depth textures and shadowing, multitexturing, and register combiners. In addition, this book documents all OpenGL Utility Library functions (GLU 1.3) and the OpenGL extension to the X Window System (GLX 1.3). A comprehensive reference section documents each set of related OpenGL commands. Each reference page contains: A description of the command's parameters The command's effect on rendering and how OpenGL's state is modified Examples References to related functions Errors generated by each function This book also includes a conceptual overview of OpenGL, a summary of commands and routines, a chapter on defined constants and associated commands, and descriptions of the multitexturing and imaging subset ARB extensions. The OpenGL Technical Library provides tutorial and reference books for OpenGL. The Library enables programmers to gain a practical understanding of OpenGL and shows them how to unlock its full potential. Originally developed by SGI, the Library continues to evolve under the auspices of the Architecture Review Board (ARB), an industry consortium responsible for guiding the evolution of OpenGL and related technologies. The OpenGL ARB is composed of leaders in the computer graphics industry: 3Dlabs, Apple, ATI, Dell, Evans & Sutherland, Hewlett-Packard, IBM, Intel, Matrox, NVIDIA, SGI, and Sun Microsystems.


Computer graphics

Author: Eugene Fiume
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Handbook of Statistical Analyses Using Stata Fourth Edition

Author: Brian S. Everitt
Publisher: CRC Press
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With each new release of Stata, a comprehensive resource is needed to highlight the improvements as well as discuss the fundamentals of the software. Fulfilling this need, A Handbook of Statistical Analyses Using Stata, Fourth Edition has been fully updated to provide an introduction to Stata version 9. This edition covers many new features of Stata, including a new command for mixed models and a new matrix language. Each chapter describes the analysis appropriate for a particular application, focusing on the medical, social, and behavioral fields. The authors begin each chapter with descriptions of the data and the statistical techniques to be used. The methods covered include descriptives, simple tests, variance analysis, multiple linear regression, logistic regression, generalized linear models, survival analysis, random effects models, and cluster analysis. The core of the book centers on how to use Stata to perform analyses and how to interpret the results. The chapters conclude with several exercises based on data sets from different disciplines. A concise guide to the latest version of Stata, A Handbook of Statistical Analyses Using Stata, Fourth Edition illustrates the benefits of using Stata to perform various statistical analyses for both data analysis courses and self-study.


Computer Organization and Design

Author: David A. Patterson
Publisher: Morgan Kaufmann
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Size: 22,86 MB
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The classic textbook for computer systems analysis and design, Computer Organization and Design, has been thoroughly updated to provide a new focus on the revolutionary change taking place in industry today: the switch from uniprocessor to multicore microprocessors. This new emphasis on parallelism is supported by updates reflecting the newest technologies with examples highlighting the latest processor designs, benchmarking standards, languages and tools. As with previous editions, a MIPS processor is the core used to present the fundamentals of hardware technologies, assembly language, computer arithmetic, pipelining, memory hierarchies and I/O. Along with its increased coverage of parallelism, this new edition offers new content on Flash memory and virtual machines as well as a new and important appendix written by industry experts covering the emergence and importance of the modern GPU (graphics processing unit), the highly parallel, highly multithreaded multiprocessor optimized for visual computing. A new exercise paradigm allows instructors to reconfigure the 600 exercises included in the book to easily generate new exercises and solutions of their own. The companion CD provides a toolkit of simulators and compilers along with tutorials for using them, as well as advanced content for further study and a search utility for finding content on the CD and in the printed text. For the convenience of readers who have purchased an ebook edition or who may have misplaced the CD-ROM, all CD content is available as a download at http://bit.ly/12XinUx.