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Computer Graphics With Virtual Reality System 3Rd Edition 2018 at Meripustak

Computer Graphics With Virtual Reality System 3Rd Edition 2018 by Rajesh K Maurya, Wiley India

Books from same Author: Rajesh K Maurya

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  • General Information  
    Author(s)Rajesh K Maurya
    PublisherWiley India
    Edition3rd Editon
    ISBN9788126576333
    Pages648
    BindingSoftbound
    LanguageEnglish
    Publish YearJuly 2018

    Description

    Wiley India Computer Graphics With Virtual Reality System 3Rd Edition 2018 by Rajesh K Maurya

    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.

    About the Author
    Rajesh K. Maurya is assistant professor, Department of Information Technology, Usha Pravin Gandhi College of Management, Mumbai. He has rich experience in teaching the subject at various colleges affiliated to the University of Mumbai. His areas of active research include Image Processing, Intelligent Systems and Multimedia Systems.

    TABLE OF 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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