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Practical algorithms for 3D computer graphics / (Record no. 866)

000 -LEADER
fixed length control field 04153cam a2200313 i 4500
001 - CONTROL NUMBER
control field 17941272
003 - CONTROL NUMBER IDENTIFIER
control field OSt
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20200817123945.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 131114s2014 flua b 001 0 eng
010 ## - LIBRARY OF CONGRESS CONTROL NUMBER
LC control number 2013045580
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781466582521 (pbk.)
040 ## - CATALOGING SOURCE
Original cataloging agency DLC
Language of cataloging eng
Transcribing agency KCST
042 ## - AUTHENTICATION CODE
Authentication code pcc
050 00 - LIBRARY OF CONGRESS CALL NUMBER
Classification number T385
Item number .F455 2014
082 00 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 006.693
Item number Fe Pr
Edition number 23
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Ferguson, R. Stuart
Fuller form of name (Robin Stuart),
Dates associated with a name 1953-
9 (RLIN) 4530
245 10 - TITLE STATEMENT
Title Practical algorithms for 3D computer graphics /
Statement of responsibility, etc. Stuart Ferguson.
250 ## - EDITION STATEMENT
Edition statement Second edition.
260 ## - PUBLICATION, DISTRIBUTION, ETC.
Place of publication, distribution, etc. Boca Raton :
Name of publisher, distributor, etc. CRC Press,
Date of publication, distribution, etc. 2014.
300 ## - PHYSICAL DESCRIPTION
Extent xi, 507 pages :
Other physical details illustrations ;
Dimensions 23 cm
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc. note Includes bibliographical references (pages 499-503) and index.
520 ## - SUMMARY, ETC.
Summary, etc. "Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis.Since the publication of the first edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images.New to the Second EditionNew chapter on the modern approach to real-time 3D programming using OpenGLNew chapter that introduces 3D graphics for mobile devices New chapter on OpenFX, a comprehensive open source 3D tools suite for modeling and animationDiscussions of new topics, such as particle modeling, marching cubes, and techniques for rendering hair and furMore web-only content, including source code for the algorithms, video transformations, comprehensive examples, and documentation for OpenFXThe book is suitable for newcomers to graphics research and 3D computer games as well as more experienced software developers who wish to write plug-in modules for any 3D application program or shader code for a commercial games engine"--
Assigning source Provided by publisher.
Summary, etc. "Preface Taken as a whole, the topics covered in this book will enable you to create a complete suite of programs for three-dimensional computer animation, modeling and image synthesis. It is about practical algorithms for each stage in the creative process. The text takes you from the construction of polygonal models of objects (real or imaginary) through rigid body animation into hierarchical character animation and finally down the rendering pipeline for the synthesis of realistic images of the models you build. The content of the first edition of the book, published in 2001, arose from my experience of working on two comprehensive commercial 3D animation and mod- eling application programs (Envisage 3D and SoftFX) for the personal computer in the 1990s. In that time the capabilities of both the hardware and software for creating computer graphics increased almost unimaginably. Back in 2001 it was hard to envisage how radically the graphics scene would change again as the special purpose graphics processors (GPUs) rolled out, with ever increasing capabilities. Since 2001 we have been finding new and exciting ways to take advantage of the advancements in graphics technology through an open source 3D animation and modeling program called OpenFX and in investigating how to enhance the immersive experience with virtual reality [60]. I am sure that the computer games of the future will have to interact with all the human senses and not just our sight. Glimpses of this are here now in the Nintendo Wii and the Microsoft Kinect"--
Assigning source Provided by publisher.
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name entry element Computer graphics.
9 (RLIN) 406
Topical term or geographic name entry element Computer animation.
9 (RLIN) 4531
Topical term or geographic name entry element Computer algorithms.
9 (RLIN) 364
Topical term or geographic name entry element Three-dimensional display systems.
9 (RLIN) 4532
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme
Koha item type Book
Holdings
Withdrawn status Lost status Damaged status Not for loan Permanent Location Current Location Date acquired Full call number Barcode Date last seen Price effective from Koha item type
        KCST Library KCST Library 2020-06-29 006.693 Fe Pr 1000000667 2020-06-29 2020-06-29 Book








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