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Computer Graphics with Virtual Reality System, 3ed

Rajesh K. Maurya

ISBN: 9788126576333

648 pages

INR 899

For more information write to us at: acadmktg@wiley.com

Description

Computer Graphics with Virtual Reality Systems is a comprehensive book for students of computer science, engineering and information technology. The book is a must-have for students, professionals and practitioners interested in understanding object design and visualization, transformation, modeling and animation of real world. Besides, the book is also useful for students of diploma courses and vocational courses at open universities, distance education universities in graphics and animation. Scholars and practitioners, studying computer graphics, image analysis and multimedia courses, can also find the book very helpful.

Contents

Preface v

1. Introduction to Computer Graphics and Display Systems

1.1 Introduction

1.2 Image and objects

1.3 Image representation

1.4 Basic graphics pipeline

1.5 Raster and vector-based graphics

1.6 Applications of computer graphics

1.7 Display devices

1.8 Cathode ray tubes

1.9 Flat panel display

1.10 3D display technology

1.11 Input technology

1.12 Hard-copy output devices

1.13 Coordinate system overview

1.14 Introduction to graphics libraries in C

2. Scan-Conversion of Graphics Output Primitives

2.1 Introduction

2.2 Scan-conversion of a point

2.3 Scan-conversion of lines

2.4 Scan-conversion of circle

2.5 Scan-conversion of ellipse

3. Curve Generation

3.1 Introduction

3.2 Curve continuity

3.3 Conic curves

3.4 Piecewise curve design

3.5 Parametric curve design

3.6 LeGrange interpolated curves

3.7 Spline curve representation

3.8 Non-uniform rational B-spline curves

3.9 Fractal curves

4. Area Filling and Solid Area Scan-Conversion

4.1 Introduction

4.2 Inside–outside test

4.3 Winding number method

4.4 Coherence

4.5 Polygon filling

4.6 Scan conversion of character

4.7 Aliasing

4.8 Anti-aliasing

4.9 Halftoning, thresholding, and dithering

5. Two-Dimensional Transformation

5.1 Introduction

5.2 Transformation matrix

5.3 Types of transformations in two-dimensional graphics

5.4 Combined transformation

5.5 Homogeneous coordinates

6. Two-Dimensional Viewing and Clipping

6.1 Introduction

6.2 Viewing transformation in two dimensions

6.3 Introduction to clipping

6.4 Two-dimensional clipping

6.5 Text clipping

7. Three-Dimensional Transformation, Viewing and Projection

7.1 Introduction

7.2 Objects in homogeneous coordinates

7.3 Three-dimensional transformations

7.4 World coordinates and viewing coordinates

7.5 Three-dimensional viewing transformations

7.6 Projection

7.7 Viewing and clipping in three dimensions

8 Surface Generation

8.1 Introduction

8.2 Bilinear surfaces

8.3 Ruled surfaces

8.4 Developable surfaces

8.5 Coons patch

8.6 Sweep surfaces

8.7 Surface of revolution

8.8 Quadric surfaces

8.9 Constructive solid geometry

8.10 Bezier surfaces

8.11 B-spline surfaces

8.12 Rational B-spline surfaces

8.13 Subdivision surfaces

9. Visible and Hidden Surfaces

9.1 Introduction

9.2 Coherence

9.3 Extents and bounding volumes

9.4 Back face culling

9.5 Painter’s algorithm

9.6 Z-buffer algorithm

9.7 Newell’s algorithm

9.8 Scan line rendering

9.9 Appel’s algorithm

9.10 Warnock’s area subdivision algorithm

9.11 Binary space partitioning trees

9.12 Floating horizon algorithm

9.13 Roberts algorithm

9.14 Haloed lines

10. Object-Rendering and Color Models

10.1 Introduction

10.2 Light modeling techniques

10.3 Illumination model

10.3.1 General illumination model

10.4 Shading

10.5 Transparency effect

10.6 Shadows

10.7 Texture and object representation

10.8 Ray tracing

10.9 Ray casting

10.10 Radiosity

10.11 Color models

11. Computer Animation

11.1 Introduction

11.2 Key frame animation

11.3 Construction of an animation sequence

11.4 Motion control methods

11.5 Procedural animation

11.6 Key frame animation vs. procedural animation

11.7 Introduction to morphing

11.8 Warping techniques

11.9 Three-dimensional morphing

12. Introduction to Virtual Reality

12.1 Introduction

12.2 Classical components and design of a VR system

12.3 Important factors in a virtual reality system

12.4 Types of virtual reality systems

12.5 Advantages of virtual reality

12.6 VR Input devices

12.7 Graphics display interfaces

12.8 Sound display and interface

12.9 Examples of input devices

12.10 Haptic feedback

12.11 Graphical rendering pipeline

12.12 Haptic rendering pipeline

12.13 OpenGL rendering pipeline

12.14 Applications of virtual reality

13. Object Modeling and Computer Architecture for Virtual Reality

13.1 Introduction

13.2 Modeling techniques in virtual reality

13.3 Model management

13.4 PC graphics architecture and accelerators

13.5 The SGI reality architecture

13.6 Scene graph-based systems

13.7 The Sun Blade™0 architecture

13.8 Sun Blade0 workstation graphics

13.9 Distributed VR environment

14. Virtual Reality and Augmented Reality Programming

14.1 Introduction

14.2 Programming through VRML

14.3 Extensible 3D (X3D)

14.4 VRML/X3D Browsers and Plugins

14.5 Java 3D: Programming the virtual world through Java

14.6 Introduction to OpenGL programming

14.7 Augmented reality

14.8 OpenCV for augmented reality

Summary

Review Questions

Multiple-Choice Questions

Appendix A. List of Abbreviations

Appendix B. Programming Exercises

Bibliography

Index

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