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"computer graphics"(으)로   166개의 도서가 검색 되었습니다.
컴퓨터 그래픽스(박일철) (COMPUTER GRAPHICS)

컴퓨터 그래픽스(박일철) (COMPUTER GRAPHICS)

박일철  | 미진사
19,950원  | 20010831  | 9788940802366
컴퓨터 이미지의 구성원리와 컬러의 바탕이 되는 이론, 이미지물 출력에 관한 이론, 이용되는 프로세서의 기능과 한계 등을 이해하는 것에 촛점을 둔 컴퓨터 그래픽스 개론서이다. 이 책은 컴퓨터 그래픽스의 기본 개론서로서 초보자가 이 분야 전반을 이해하기 쉽도록 구성되어 있다. 먼저 컴퓨터 그래픽스가 활용되는 응용분야들을 알아봄으로써 컴퓨터 그래픽스의...
Computer Graphics (COMPUTERS / Programming / General4)

Computer Graphics (COMPUTERS / Programming / General4)

McConnell, Jeffrey J.  | Jones & Bartlett
35,000원  | 20050930  | 9780763722500
In a text focusing on realistic computer-generated images using OpenGL, a set of graphics programming tools operating across computer platforms, McConnell (Canisius College) introduces the terminology, basic concepts, and underlying math of object modeling and rendering. He also covers aspects of advanced modeling, e.g., of cloth, feathers, hair, and skin. Chapters include b&w and color images, schematics, equations for generating images, examples of OpenGL applications, and projects.
Computer Graphics

Computer Graphics

 | Repro Knowledgcast Ltd
41,240원  | 20170117  | 9789351649137
1 Introduction to computer graphics 2 Input devices and interaction tasks 3 Presentation and output devices 4 Raster scan graphics 5 Transformations 6 Clipping 7 3D Transformation and viewing 8 Hidden surfaces elimination Programs for practice Mini Project Bibliography<
Computer Graphics (Theory and Practice)

Computer Graphics (Theory and Practice)

Gomes, Jonas, Velho, Luiz, Costa Sousa, Mario  | A K Peters Ltd
191,730원  | 20120424  | 9781568815800
The story of the German agents parachuted into England during Operation Lena.
Computer Graphics

Computer Graphics

 | Repro Knowledgcast Ltd
29,680원  | 20160117  | 9789386353207
1 Basic Concepts 2 Polygons and graphical transformations 3 three dimensional transformations and projections 4 Segments windowing and clipping 5 Shading animation and gaming 6 Curves and fractals
Computer Graphics

Computer Graphics

 | Repro Knowledgcast Ltd
29,680원  | 20160117  | 9789386353214
1 Graphics primitives and scan conversion 2 Polygons and clipping algorithms 3 2D 3D transformations and projection 4 Segment and animation 5 Shading and hiidden surfaces 6 Curves and fractals
Computer Graphics 양장

Computer Graphics 양장

Foley, James D. (Edt)/ Foley, James D.  | Addison-Wesley
0원  | 19950814  | 9780201848403
"Interactive graphics is a field whose time has come. Until recently it was an esoteric specialty involving expensive display a hardware, substantial computer resources, and idiosyncratic software. In the last few years, however, it has benefited from the steady and sometimes even spectacular reduction in the hardware price/performance ration (E.G., personal computers for home or office with their standard graphics terminals), and from the development of high-level , device -independent graphics packages that help make graphics programming rational and straightforward. Interactive graphics is now finally ready to fulfill its promise to provide us with pictorial communication and thus to become a major facilitator of man/machine interaction." (From preface, Fundamentals of Interactive Computer Graphics , James Foley and Andries van Dam, 1982) This assertion that computer graphics had finally arrived was made before the revolution in computer culture sparked by Apple's Macintosh and the IBM PC and its clones. Now even preschool children are comfortable with interactive-graphics techniques, such as the desktop metaphor for window manipulation and menu and icon selection with a mouse. Graphics-based user interfaces have made productive users of neophytes, and the desk without its graphics computer is increasingly rare. At the same time that interactive graphics has become common in user interfaces and visualization of data and objects, the rendering of 3D objects has become dramatically more realistic, as evidenced by the ubiquitous computer-generated commercials and movie special effects. Techniques that were experimental in the early eighties are now standard practice, and more remarkable "photorealistic" effects are around the corner. The simpler kinds of pseudorealism, which took hours of computer time per image in the early eighties, now are done routinely at animation rates (ten or more frames/second) on personal computers. Thus "real-time" vector displays in 1981 showed moving wire-frame objects made of tens of thousands of vectors without hidden-edge removal; in 1990 real-time raster displays can show not only the same kinds of line drawings but also moving objects composed of as many as one hundred thousand triangles rendered with Gouraud or Phong shading and specular highlights and with full hidden-surface removal. The highest-performance systems provide real-time texture mapping, anitialiasing, atmospheric attenuation for fog and haze, and other advanced effects. Graphics software standards have also advanced significantly since our first edition. The SIGGRAPH Core '79 package, on which the first edition's SGP package was based, has all but disappeared, along with direct-view storage tube and refresh vector displays. The much more powerful PHIGS package, supporting storage and editing of structure hierarchy, has become an official ANSI and ISO standard, and it is widely available for real-time geometric graphics in scientific and engineering applications, along with PHIGS+, which supports lighting, shading, curves, and surfaces. Official graphics standards complement lower-level, more efficient de facto standards, such as Apple's QuickDraw X Window System's Xlip 2D integer raster graphics package, and Silicon Graphics' GL 3D library. Also widely available are implementations of Pixar's RenderMan interface for photorealistic rendering and Post Script interpreters for hardcopy page and screen image description. Better graphics software has been used to make dramatic improvements in the "look and feel" of user interfaces, and we may expect increasing use of 3D effects, both for aesthetic reasons and for providing new metaphors for organizing and presenting, and navigating through information. Perhaps the most important new movement in graphics is the increasing concern for modeling objects, not just for creating their pictures. Furthermore, interest is grow
3D Computer Graphics

3D Computer Graphics

 | Lyons Press
38,390원  | 19940701  | 9781558213050
A completely updated and redesigned version of a popular text, this is a concise introduction to professional techniques for nonprogrammers and nonmathematicians. Its scope takes in the entire field of three-dimensional computer graphics, with an ...
Computer Graphics with OpenGl (Paperback),(886)

Computer Graphics with OpenGl (Paperback),(886)

Hearn  | Pearson Higher Education
38,000원  | 20101015  | 9780132484572
Computer Graphics with OpenGL, 4/e is appropriate for junior-to graduate-level courses in computer graphics. Assuming no background in computer graphics, this junior-to graduate-level course presents basic principles for the design, use, and understanding of computer graphics systems and applications. The authors, authorities in their field, offer an integrated approach to two-dimensional and three-dimensional graphics topics. A comprehensive explanation of the popular OpenGL programming package, along with C++ programming examples illustrates applications of the various functions in the OpenGL basic library and the related GLU and GLUT packages.
컴퓨터 그래픽(Computer Graphics) 탐구

컴퓨터 그래픽(Computer Graphics) 탐구

서진형  | 현우사
24,300원  | 20150831  | 9788980814718
대학원에서 전문적으로 컴퓨터 그래픽스를 전공하는 학생이나 전문적인 학자가 아닌 컴퓨터 그래픽스가 무엇인가를 이해하고자 하는 독자를 대상으로 하는 내용을 수록하였다. 컴퓨터 그래픽스를 이해하는 데에 일조하려고 하였으며, 이 책을 이용한 강의 시 '2장 컴퓨터 그래픽스의 역사'와 '13장 비디오 표준', 그리고 '14장 애니메이션' 부분도 특정하게 애니메이션을 다루지 않을 경우는 강의하지 않아도 상관이 없을 것으로 본다.
Advanced Computer Graphics (Economics Techniques and Applications)

Advanced Computer Graphics (Economics Techniques and Applications)

 | Springer-Nature New York Inc
154,800원  | 19720315  | 9781461346081
In the introduction to their paper in Part 12, Armit and Forrest state: "We do not discuss those systems which are merely computer versions of existing design methods, but rather those systems which make use of techniques for design which are beyond the possibilities of conventional drafting.
Calculus for Computer Graphics

Calculus for Computer Graphics

 | Springer Nature B.V.
66,000원  | 20230419  | 9783031281181
Students studying different branches of computer graphics need to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces. And as computer graphics software becomes increasingly sophisticated, calculus is also being used to resolve its associated problems.
Interactive Computer Graphics with WebGL: Global Edition (A Top-down Approach With Webgl)

Interactive Computer Graphics with WebGL: Global Edition (A Top-down Approach With Webgl)

Edward Angel  | Pearson Higher Education
47,000원  | 20160317  | 9781292019345
This book is suitable for undergraduate students in computer science and engineering, for students in other disciplines who have good programming skills, and for professionals. Computer animation and graphics are now prevalent in everyday life from the computer screen, to the movie screen, to the smart phone screen.
Introduction to Computer Graphics (Using OpenGL and Java)

Introduction to Computer Graphics (Using OpenGL and Java)

 | Springer Nature B.V.
0원  | 20230606  | 9783031281365
A basic understanding of the key techniques in computer graphics can open the door to this exciting field and its many applications, including for video games and for augmented and virtual reality.This easy-to-follow textbook and reference introduces the fundamental concepts of computer graphics, integrating both technical background and theory with practical examples and applications throughout.
History of Computer Graphics (Dlr Associates Series)

History of Computer Graphics (Dlr Associates Series)

 | AuthorHouse
49,420원  | 20110412  | 9781456751166
This book reflects the many changes that computer graphics technology has under gone in my working life time. I graduated from a teachers college in 1963. There was not a computer of any kind on campus, imagine my shock when my very first college employer (Omaha University) required me to know something about an IBM 1620 and a key punch machine! The first part of this book is an account of that experience at Omaha University and later the Nebraska of Nebraska at Omaha.
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