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Book Cover
Book
Author Elias, Rimon, author

Title Digital media : a problem-solving approach for computer graphics / Rimon Elias
Published Cham : Springer, 2014
©2014

Copies

Location Call no. Vol. Availability
 MELB  006.66 Eli/Dma  AVAILABLE
Description xxxvi, 686 pages : illustrations ; 24 cm
Contents Contents note continued: 10.6.3.Accelerating the Process -- 10.7.Ray Tracing -- 10.7.1.Light Versus Eye -- 10.7.2.Tracing Rays -- 10.7.3.Recursive Ray Tracing -- 10.8.Problems -- References -- 11.Illumination, Lighting and Shading -- 11.1.Direct Illumination -- 11.1.1.Light Sources -- 11.1.2.Reflectance Models -- 11.2.Phong Reflection Model -- 11.3.Blinn-Phong Reflection Model -- 11.4.Indirect Illumination -- 11.4.1.Shadow Rays -- 11.4.2.Reflection Rays -- 11.4.3.Refraction Rays -- 11.5.Shading Models -- 11.5.1.Constant Shading -- 11.5.2.Flat Shading -- 11.5.3.Gouraud Shading -- 11.5.4.Phong Shading -- 11.6.Shadowing -- 11.7.Problems -- References -- 12.Mapping Techniques -- 12.1.Mapping Spaces -- 12.2.Mapping Steps -- 12.3.Transformation for Mapping -- 12.3.1.Homography Transformation -- 12.3.2.Affine Transformation -- 12.4.Bilinear Interpolation -- 12.5.Map Projection -- 12.5.1.Cylindrical Map Projection -- 12.5.2.Spherical Map Projection -- 12.6.Mapping Types --
Contents note continued: 12.6.1.Diffuse Mapping -- 12.6.2.Bump Mapping -- 12.6.3.Reflection Mapping -- 12.6.4.Refraction Mapping -- 12.6.5.Opacity Mapping -- 12.7.Problems -- References -- 13.Color Spaces -- 13.1.RGB Color Space -- 13.2.CMY Color Space -- 13.2.1.RGB to CMY Transformation -- 13.2.2.CMY to RGB Transformation -- 13.3.HSV Color Space -- 13.3.1.RGB to HSV Transformation -- 13.3.2.HSV to RGB Transformation -- 13.4.HLS Color Space -- 13.4.1.RGB to HLS Transformation -- 13.4.2.HLS to RGB Transformation -- 13.5.Problems -- References
Contents note continued: 3.4.2.Reflection About the y-Axis -- 3.4.3.General Reflection in 2D Space -- 3.5.Shearing in 2D Space -- 3.5.1.Shearing Along the x-Axis -- 3.5.2.Shearing Along the y-Axis -- 3.5.3.General Shearing in 2D Space -- 3.6.Composite Transformations -- 3.7.Same-Type Transformations -- 3.8.Inverse Matrices -- 3.9.Axes Transformations -- 3.9.1.Axes Translation -- 3.9.2.Axes Rotation -- 3.9.3.Axes Scaling -- 3.9.4.Axes Reflection -- 3.10.Problems -- Reference -- 4.3D Solid Modeling -- 4.1.Wireframes -- 4.1.1.Wireframe Pros and Cons -- 4.2.Boundary Representations -- 4.2.1.Baumgart's Winged-Edge Data Structure -- 4.3.Constructive Solid Geometry -- 4.3.1.Boolean Operations -- 4.3.2.CSG Expressions and Trees -- 4.3.3.Regularized Boolean Operations -- 4.4.Spatial Representations -- 4.4.1.Cell Decomposition -- 4.4.2.Spatial Enumeration -- 4.4.3.Quadtrees -- 4.4.4.Octrees -- 4.4.5.Bintrees -- 4.4.6.Binary Space-Partitioning Trees -- 4.5.Sweep Representations --
Contents note continued: 4.5.1.Translational Sweeps -- 4.5.2.Rotational Sweeps -- 4.6.Polygonal Modeling -- 4.7.Problems -- References -- 5.Transformations in 3D Space -- 5.1.Translation in 3D Space -- 5.2.Rotation in 3D Space -- 5.2.1.Rotation About the x-Axis -- 5.2.2.Rotation About the y-Axis -- 5.2.3.Rotation About the z-Axis -- 5.2.4.Properties of the Rotation Matrix -- 5.2.5.General Rotation in 3D Space -- 5.3.Scaling in 3D Space -- 5.3.1.General Scaling in 3D Space -- 5.4.Reflection in 3D Space -- 5.4.1.Reflection About the xy-Plane -- 5.4.2.Reflection About the yz-Plane -- 5.4.3.Reflection About the zx-Plane -- 5.4.4.General Reflection in 3D Space -- 5.5.Shearing in 3D Space -- 5.5.1.Shearing Relative to the x-Axis -- 5.5.2.Shearing Relative to the y-Axis -- 5.5.3.Shearing Relative to the z-Axis -- 5.5.4.General Shearing in 3D Space -- 5.6.Composite 3D Transformations -- 5.7.Axes Transformations -- 5.7.1.Axes Translation -- 5.7.2.Axes Rotation -- 5.7.3.Axes Scaling --
Contents note continued: 5.7.4.Axes Reflection -- 5.8.Problems -- References -- 6.Curves -- 6.1.Curve Representations -- 6.1.1.Explicit Representation -- 6.1.2.Implicit Representation -- 6.1.3.Parametric Representation -- 6.2.Approximating Curves -- 6.2.1.Bezier Curves -- 6.2.2.B-Spline Curves -- 6.2.3.NURBS Curves -- 6.3.Problems -- References -- 7.Surfaces -- 7.1.Surface Representations -- 7.2.Bezier Surfaces -- 7.2.1.Linear Bezier Surfaces -- 7.2.2.Biquadratic Bezier Surfaces -- 7.2.3.Bicubic Bezier Surfaces -- 7.3.NURBS Surfaces -- 7.3.1.Biquadratic NURBS Surfaces -- 7.3.2.Bicubic NURBS Surfaces -- 7.4.Problems -- References -- 8.Projections -- 8.1.Projection Types -- 8.2.Planar Projections -- 8.3.Parallel Projections -- 8.3.1.Orthographic Projections -- 8.3.2.Oblique Projections -- 8.4.Perspective Projections -- 8.4.1.One-Point Perspective Projection -- 8.4.2.Two-point Perspective Projection -- 8.4.3.Three-Point Perspective Projection --
Contents note continued: 8.5.Parallel/Perspective Comparison -- 8.6.Problems -- Reference -- 9.View Transformations -- 9.1.View Transformation -- 9.1.1.View Reference Coordinate System -- 9.1.2.Coordinates Transformation -- 9.2.View Volume -- 9.2.1.Infinite View Volume -- 9.2.2.Finite View Volume -- 9.3.Canonical View Volume -- 9.4.Transformation to Canonical View Volume -- 9.4.1.Parallel Projection -- 9.4.2.Perspective Projection -- 9.5.3D Line Clipping -- 9.5.1.Clipping Against Canonical View Volume -- 9.6.Projection of View Volume Contents -- 9.7.Perspective Normalization -- 9.8.Clipping in Homogeneous Coordinates -- 9.9.Transforming into Device Coordinates -- 9.10.Wrapping it up -- 9.11.Problems -- References -- 10.Visibility -- 10.1.Viewing Frustum -- 10.2.Painter's Algorithm -- 10.3.Back-Face Culling -- 10.4.Z-Buffering -- 10.5.Space Partitioning -- 10.5.1.Binary Space Partitioning Trees -- 10.6.Ray Casting -- 10.6.1.Rays Through Pixels -- 10.6.2.Ray Intersections --
Machine generated contents note: 1.Introduction -- 1.1.Digital Media Engineering -- 1.2.Visual Computing -- 1.3.Computer Graphics -- 1.3.1.Graphics Pipeline -- 1.4.Book Contents -- 1.4.1.Notations -- References -- 2.2D Graphics -- 2.1.Lines -- 2.1.1.Digital Differential Analyzer Algorithm -- 2.1.2.Bresenham's Algorithm -- 2.1.3.The Midpoint Algorithm -- 2.2.Circles -- 2.2.1.Two-Way Symmetry Algorithm -- 2.2.2.Four-Way Symmetry Algorithm -- 2.2.3.Eight-Way Symmetry Algorithm -- 2.2.4.The Midpoint Algorithm -- 2.3.Polygons -- 2.3.1.Convexity Versus Concavity -- 2.4.Line Clipping -- 2.4.1.Cohen-Sutherland Algorithm -- 2.5.Polygon Clipping -- 2.5.1.Weiler-Atherton Algorithm -- 2.6.Problems -- References -- 3.Transformations in 2D Space -- 3.1.Translation in 2D Space -- 3.2.Rotation in 2D Space -- 3.2.1.General Rotation in 2D Space -- 3.3.Scaling in 2D Space -- 3.3.1.General Scaling in 2D Space -- 3.4.Reflection in 2D Space -- 3.4.1.Reflection About the x-Axis --
Notes Minimal Level Cataloging Plus. DLC
Bibliography Includes bibliographical references and index
Subject Computer graphics.
Computer science.
Computer-aided design.
Digital media.
LC no. 2014933528
ISBN 3319051369
9783319051369