Computer graphics
Chapter 1: Overview; Chapter 2: Fundamental ideas; Chapter 3: Two dimensional graphics; Chapter 4: Interactive graphics; Chapter 5: Transformations and modeling; Chapter 6: Implementation; Chapter 7: Raster graphics; Chapter 8: Three dimensional graphics; Chapter 9: Working with polygons; Chapter...
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Fundamentals of interactive computer graphics
Chapter 1: What is interactive graphics; Chapter 2: Basic interactive graphics programming; Chapter 3: Graphics hardware; Chapter 4: Implementation of a simple graphics package; Chapter 5: Interaction devices and techiques; Chapter 5: Interaction devices and techniques; Chapter 6: The design of...
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Graphics Programming with Java
Chapter 1: Introduction; Chapter 2: Getting, setting up, and using Java; Chapter 3: The Java language; Chapter 4: Components, containers, and layout management; Chapter 5: Colors; Chapter 6: Displaying text in a graphics window; Chapter 7: Plotting points, lines, and rectangles; Chapter 8: Using...
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High-resolution computer graphics using C
This book sets the groundwork for advanced computer graphics. It includes program listings, which are a means of describing the algorithms required for the solution of given problems, and covers numerous topics such as matric representation of transformations in two-dimensional space,...
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3D Masterclass: The Swordmaster in 3ds Max and ZBrush presents a comprehensive, step-by-step guide to modeling, sculpting, unwrapping, texturing, and rendering a low poly game character. The professional workflow detailed in this book is typical of the games design industry, and anyone looking to...
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