The Cg Tutorial

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Author :
Release : 2003
Genre : Computers
Kind :
Book Rating : 961/5 ( reviews)

The Cg Tutorial - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The Cg Tutorial write by Randima Fernando. This book was released on 2003. The Cg Tutorial available in PDF, EPUB and Kindle. Cg is a complete programming environment for the fast creation of special effects and real-time cinematic quality experiences on multiple platforms. This text provides a guide to the Cg graphics language.

The Cg Tutorial

Download The Cg Tutorial PDF Online Free

Author :
Release : 2003
Genre : Computers
Kind :
Book Rating : 961/5 ( reviews)

The Cg Tutorial - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook The Cg Tutorial write by Randima Fernando. This book was released on 2003. The Cg Tutorial available in PDF, EPUB and Kindle. Cg is a complete programming environment for the fast creation of special effects and real-time cinematic quality experiences on multiple platforms. This text provides a guide to the Cg graphics language.

Computer Graphics from Scratch

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Release : 2021-05-13
Genre : Computers
Kind :
Book Rating : 769/5 ( reviews)

Computer Graphics from Scratch - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Computer Graphics from Scratch write by Gabriel Gambetta. This book was released on 2021-05-13. Computer Graphics from Scratch available in PDF, EPUB and Kindle. Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.

Learning Vulkan

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Release : 2016-12-15
Genre : Computers
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Book Rating : 84X/5 ( reviews)

Learning Vulkan - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Learning Vulkan write by Parminder Singh. This book was released on 2016-12-15. Learning Vulkan available in PDF, EPUB and Kindle. Discover how to build impressive 3D graphics with the next-generation graphics API—Vulkan About This Book Get started with the Vulkan API and its programming techniques using the easy-to-follow examples to create stunning 3D graphics Understand memory management in Vulkan and implement image and buffer resources Get hands-on with the drawing process and synchronization, and render a 3D graphics scene with the Vulkan graphics pipeline Who This Book Is For This book is ideal for graphic programmers who want to get up and running with Vulkan. It's also great for programmers who have experience with OpenGL and other graphic APIs who want to take advantage of next generation APIs. A good knowledge of C/C++ is expected. What You Will Learn Learn fundamentals of Vulkan programing model to harness the power of modern GPU devices. Implement device, command buffer and queues to get connected with the physical hardware. Explore various validation layers and learn how to use it for debugging Vulkan application. Get a grip on memory management to control host and device memory operations. Understand and implement buffer and image resource types in Vulkan. Define drawing operations in the Render pass and implement graphics pipeline. Manage GLSL shader using SPIR-V and update the shader resources with descriptor sets and push constants. Learn the drawing process, manage resources with synchronization objects and render 3D scene output on screen with Swapchain. Bring realism to your rendered 3D scene with textures, and implement linear and optimal textures In Detail Vulkan, the next generation graphics and compute API, is the latest offering by Khronos. This API is the successor of OpenGL and unlike OpenGL, it offers great flexibility and high performance capabilities to control modern GPU devices. With this book, you'll get great insights into the workings of Vulkan and how you can make stunning graphics run with minimum hardware requirements. We begin with a brief introduction to the Vulkan system and show you its distinct features with the successor to the OpenGL API. First, you will see how to establish a connection with hardware devices to query the available queues, memory types, and capabilities offered. Vulkan is verbose, so before diving deep into programing, you'll get to grips with debugging techniques so even first-timers can overcome error traps using Vulkan's layer and extension features. You'll get a grip on command buffers and acquire the knowledge to record various operation commands into command buffer and submit it to a proper queue for GPU processing. We'll take a detailed look at memory management and demonstrate the use of buffer and image resources to create drawing textures and image views for the presentation engine and vertex buffers to store geometry information. You'll get a brief overview of SPIR-V, the new way to manage shaders, and you'll define the drawing operations as a single unit of work in the Render pass with the help of attachments and subpasses. You'll also create frame buffers and build a solid graphics pipeline, as well as making use of the synchronizing mechanism to manage GPU and CPU hand-shaking. By the end, you'll know everything you need to know to get your hands dirty with the coolest Graphics API on the block. Style and approach This book takes a practical approach to guide you through the Vulkan API, and you will get to build an application throughout the course of the book. Since you are expected to be familiar with C/C++, there is not much hand-holding throughout the course of the book.

Real-Time Shader Programming

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Release : 2003-01-10
Genre : Computers
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Book Rating : 908/5 ( reviews)

Real-Time Shader Programming - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Real-Time Shader Programming write by Ron Fosner. This book was released on 2003-01-10. Real-Time Shader Programming available in PDF, EPUB and Kindle. Now that PC users have entered the realm of programmable hardware, graphics programmers can create 3D images and animations comparable to those produced by RenderMan's procedural programs—-but in real time. Here is a book that will bring this cutting-edge technology to your computer. Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, Real-Time Shader Programming provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders. A compelling writing style, color illustrations throughout, and scores of online resources make Real-Time Shader Programming an indispensable tutorial/reference for the game developer, graphics programmer, game artist, or visualization programmer, to create countless real-time 3D effects. * Contains a complete reference of the low-level shader language for both DirectX 8 and DirectX 9 * Provides an interactive shader demonstration tool (RenderMonkeyTM) for testing and experimenting * Maintains an updated version of the detailed shader reference section at www.directx.com * Teaches the latest shader programming techniques for high-performance real-time 3D graphics