000 04075nam a22004455i 4500
001 978-0-387-25479-1
003 DE-He213
005 20250710083933.0
007 cr nn 008mamaa
008 100301s2005 xxu| s |||| 0|eng d
020 _a9780387254791
_a99780387254791
024 7 _a10.1007/b135398
_2doi
082 0 4 _a006.6
_223
100 1 _aGovil-Pai, Shalini.
_eauthor.
245 1 0 _aPrinciples of Computer Graphics
_h[recurso electrónico] :
_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 _arecurso en línea
_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. Topics 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. Its 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 1 4 _aCOMPUTER SCIENCE.
650 2 4 _aCOMPUTER GRAPHICS.
650 2 4 _aIMAGE PROCESSING AND COMPUTER VISION.
650 2 4 _aPROGRAMMING TECHNIQUES.
650 2 4 _aCOMPUTER IMAGING, VISION, PATTERN RECOGNITION AND GRAPHICS.
650 2 4 _aMEDIA DESIGN.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9780387955049
856 4 0 _uhttp://dx.doi.org/10.1007/b135398
_zVer el texto completo en las instalaciones del CICY
912 _aZDB-2-SCS
942 _2ddc
_cER
999 _c56437
_d56437