This is a collection of 18 columns written by Andrew Glassner for Computer Graphic and Applications magazine. As well as the published material, the book includes notes and corrections to the original articles, a chapter of introduction, and additional text and graphics not originally included. Topics range from computer graphics and art, to the ethics of computers in society.
Here, Andrew Glassner opens his notebook and invites readers into a wide range of stimulating explorations of art, nature and computer graphics. The text is accessible and informal, alongside images illustrating topics from Celtic knotwork and lightning to soap bubbles.
Learn how to create gorgeous and expressive imagery with the Processing graphics language and environment. It's easy with this practical, hands-on book. Processing is for artists, designers, visualization creators, hobbyists, or anyone else looking to create images, animation, and interactive pieces for art, education, science, or business. Process
This book is for everyone who's interested in computer graphics and how it can take us on exciting journeys powered by imagination and a love of discovery and invention. Each chapter investigates a unique topic and gives you the tools to continue that exploration on your own. Examine the possibilities of: - Pop-up books and cards - Reconstructing shredded documents - Crop circles - Weaves and Tartans - Morphing images and much more! Browse and enjoy the array of visual ideas or roll up your sleeves and write your own code.
Image synthesis, or rendering, is a field of transformation: it changes geometry and physics into meaningful images. Because the most popular algorithms frequently change, it is increasingly important for researchers and implementors to have a basic understanding of the principles of image synthesis. Focusing on theory, Andrew Glassner provides a comprehensive explanation of the three core fields of study that come together to form digital image synthesis: the human visual system, digital signal processing, and the interaction of matter and light. Assuming no more than a basic background in calculus, Glassner transforms his passion and expertise into a thorough presentation of each of these disciplines, and their elegant orchestration into modern rendering techniques such as radiosity and ray tracing.
Here, Andrew Glassner opens his notebook and invites readers into a wide range of stimulating explorations of art, nature and computer graphics. The text is accessible and informal, alongside images illustrating topics from Celtic knotwork and lightning to soap bubbles.
This is a collection of 18 columns written by Andrew Glassner for Computer Graphic and Applications magazine. As well as the published material, the book includes notes and corrections to the original articles, a chapter of introduction, and additional text and graphics not originally included. Topics range from computer graphics and art, to the ethics of computers in society.
Contains more than one hundred ideas, methods and techniques to use in graphics programming. They range from basic geometry to specific algorithms in fields like anti-aliased line drawing, texture mapping, splines and polygon rendering. Many of these techniques contain public domain implementations, complete and ready-to-run, in the C language. Annotation copyrighted by Book News, Inc., Portland, OR
We are on the verge of creating an exciting new kind of interactive story form that will involve audiences as active participants. This book provides a solid foundation in the fundamentals of classical story structure and classical game structure and explains why it has been surprisingly difficult to bring these two activities together. With this foundation in place, the book presents several ideas for ways to move forward in this appealing quest. The author has a conversational and friendly style, making reading a pleasure.
We are on the verge of creating an exciting new kind of interactive story form that will involve audiences as active participants. This book provides a solid foundation in the fundamentals of classical story structure and classical game structure and explains why it has been surprisingly difficult to bring these two activities together. With this foundation in place, the book presents several ideas for ways to move forward in this appealing quest. The author has a conversational and friendly style, making reading a pleasure.
Autobiography of Andrew Dickson White Volume II", by Andrew Dickson White. Andrew Dickson White was a diplomat, historian and educator, who was the co-founder of Cornell University (1832-1918).
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