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OpenGL Programming Guide
  • Language: en
  • Pages: 708

OpenGL Programming Guide

Explaining how graphics programs using Release 1.1, the latest release of OpenGL, this book presents the overall structure of OpenGL and discusses in detail every OpenGL feature including the new features introduced in Release 1.1. Numerous programming examples in C show how to use OpenGL functions. Also includes 16 pages of full-color examples.

OpenGL Reference Manual
  • Language: en
  • Pages: 788

OpenGL Reference Manual

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...

Shader
  • Language: en
  • Pages: 141

Shader

What is Shader In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene, a process known as shading. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Shader Chapter 2: OpenGL Chapter 3: Direct3D Chapter 4: High-Level Shader Language Chapter 5: OpenGL ES Chapter 6: Graphics pipeline Chapter 7: Shading language Chapter 8: Software rendering Chapter 9: OpenGL Shading Language Chapter 10: Computer graphics lighting (II) Answering the public top questions about shader. (III) Real world examples for the usage of shader in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Shader.

Project DeSparsha - A Report
  • Language: en
  • Pages: 60

Project DeSparsha - A Report

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Professional WebGL Programming
  • Language: en
  • Pages: 360

Professional WebGL Programming

Everything you need to know about developing hardware-accelerated 3D graphics with WebGL! As the newest technology for creating 3D graphics on the web, in both games, applications, and on regular websites, WebGL gives web developers the capability to produce eye-popping graphics. This book teaches you how to use WebGL to create stunning cross-platform apps. The book features several detailed examples that show you how to develop 3D graphics with WebGL, including explanations of code snippets that help you understand the why behind the how. You will also develop a stronger understanding of WebGL development from coverage that: •Provides a comprehensive overview of WebGL and shows how it rel...

Processing
  • Language: en
  • Pages: 738

Processing

  • Type: Book
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  • Published: 2007-12-31
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  • Publisher: Apress

First Processing book on the market Processing is a nascent technology rapidly increasing in popularity Links with the creators of Processing will help sell the book

Processing, second edition
  • Language: en
  • Pages: 663

Processing, second edition

  • Type: Book
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  • Published: 2014-12-19
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  • Publisher: MIT Press

The new edition of an introduction to computer programming within the context of the visual arts, using the open-source programming language Processing; thoroughly updated throughout. The visual arts are rapidly changing as media moves into the web, mobile devices, and architecture. When designers and artists learn the basics of writing software, they develop a new form of literacy that enables them to create new media for the present, and to imagine future media that are beyond the capacities of current software tools. This book introduces this new literacy by teaching computer programming within the context of the visual arts. It offers a comprehensive reference and text for Processing (ww...

_算机_形_ —— 原理、方法与_用
  • Language: en
  • Pages: 403

_算机_形_ —— 原理、方法与_用

�本_系_、全面地_述_算机_形_基本原理、方法及其_用。在__算机 _形系_作_要介_的基_上,__算机_形_系_的原理、基本_元的生成技 _、_形的各种__及交互技_,三__形的表示及真_感_形的_制等_容_ 行了_述。 本_既重_基本理_及其算法的描述,又力__小理_与___用之_的差 距。把_形_基本理_与目前_泛_用的三__形___准OpenGL _合起_。主 要章_在_述了基本原理和算法之后均_出了用C _言_合OpenGL 表示的_例。 全__理清晰,_容_用,各章均配有思考_、__,便于自_。

Advanced Multimedia Content Processing
  • Language: en
  • Pages: 466

Advanced Multimedia Content Processing

  • Type: Book
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  • Published: 2003-05-21
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  • Publisher: Springer

This volume is the Proceedings of the First International Conference on Advanced Multimedia Content Processing (AMCP ’98). With the remarkable advances made in computer and communication hardware/software system technologies, we can now easily obtain large volumes of multimedia data through advanced computer networks and store and handle them in our own personal hardware. Sophisticated and integrated multimedia content processing technologies, which are essential to building a highly advanced information based society, are attracting ever increasing attention in various service areas, including broadcasting, publishing, medical treatment, entertainment, and communications. The prime concer...

Intelligent Technologies for Interactive Entertainment
  • Language: en
  • Pages: 213

Intelligent Technologies for Interactive Entertainment

  • Type: Book
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  • Published: 2013-11-30
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  • Publisher: Springer

This book constitutes the proceedings of the 5th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2013. The 23 full papers presented were carefully selected from numerous submissions. The conference aims at enhancing the understanding of recent and anticipated advances in interactive technologies, and their applications to entertainment, education, culture, and the arts. The papers are grouped in topical sections on linked media, gaming technologies, and technologies for live entertainment.