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Interactive 3-D Graphics in Windows is a hands-on book which uses a component software approach to help Visual C++ programmers quickly and easily develop windows-integrated, interactive 3-D graphics applications. The book includes JOEY, a 3-D user interface toolkit which addresses interaction issues not dealt with in the Microsoft User Interface Style Guide. JOEY provides a 3-D user interface, 3-D tools OLE Linking and Embedding and OLE automation within the MFC framework so that the application programmer can focus on application functionality. Using this book and JOEY, an experienced Visual C++ programmer can create an interactive 3-D application in a few hours. Roy Hall and Danielle Forsyth are the founders of Crisis in Perspective, Inc. in Portland, Oregon. Crisis in Perspective develops modeling systems for architects and building professionals which facilitate modeling and animation in the same way that word processors facilitate written document design; powerful, flexible, and extensive modeling systems for people that do not yet know exactly what they want to build.
Using WebGL®, you can create sophisticated interactive 3D graphics inside web browsers, without plug-ins. WebGL makes it possible to build a new generation of 3D web games, user interfaces, and information visualization solutions that will run on any standard web browser, and on PCs, smartphones, tablets, game consoles, or other devices. WebGL Programming Guide will help you get started quickly with interactive WebGL 3D programming, even if you have no prior knowledge of HTML5, JavaScript, 3D graphics, mathematics, or OpenGL. You’ll learn step-by-step, through realistic examples, building your skills as you move from simple to complex solutions for building visually appealing web pages and 3D applications with WebGL. Media, 3D graphics, and WebGL pioneers Dr. Kouichi Matsuda and Dr. Rodger Lea offer easy-to-understand tutorials on key aspects of WebGL, plus 100 downloadable sample programs, each demonstrating a specific WebGL topic. You’ll move from basic techniques such as rendering, animating, and texturing triangles, all the way to advanced techniques such as fogging, shadowing, shader switching, and displaying 3D models generated by Blender or other authoring tools. This book won’t just teach you WebGL best practices, it will give you a library of code to jumpstart your own projects. Coverage includes: • WebGL’s origin, core concepts, features, advantages, and integration with other web standards • How and basic WebGL functions work together to deliver 3D graphics • Shader development with OpenGL ES Shading Language (GLSL ES) • 3D scene drawing: representing user views, controlling space volume, clipping, object creation, and perspective • Achieving greater realism through lighting and hierarchical objects • Advanced techniques: object manipulation, heads-up displays, alpha blending, shader switching, and more • Valuable reference appendixes covering key issues ranging from coordinate systems to matrices and shader loading to web browser settings This is the newest text in the OpenGL Technical Library, Addison-Wesley’s definitive collection of programming guides an reference manuals for OpenGL and its related technologies. The Library enables programmers to gain a practical understanding of OpenGL and the other Khronos application-programming libraries including OpenGL ES and OpenCL. All of the technologies in the OpenGL Technical Library evolve under the auspices of the Khronos Group, the industry consortium guiding the evolution of modern, open-standards media APIs.
The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.
Provides information on programming 3D graphics using Windows Presentation Foundation 3D API.
Graphics systems and models. Graphics programming. Input and interaction. Geometric objects and transformations. Viewing, shading. Implementation of a renderer. Hierarchical and object-oriented graphics ...
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.
Since the first INTERACT Conference in September 1984, the field of Human-Computer Interaction has received increasing attention from researchers and industrial practitioners, the importance of the topic now being widely recognized. Technological developments have made it possible to seek new solutions to the problem of supporting work processes by information technology and for designing the interface between user and the machine. Computers have become an everyday and common tool in the work of many people. This has motivated the development of an interdisciplinary field of research, which now appears much more established than it was a few years ago.The INTERACT forums provide the opportunity for regular presentation and discussion of new results from research and application by bringing together the various disciplines and research approaches on a worldwide basis.
Easy to read yet technically precise, MODERN DIESEL TECHNOLOGY: HEATING, VENTILATION, AIR CONDITIONING, AND REFRIGERATION, 2nd Edition is the text of choice for many of the country's best diesel technology programs Detailing the foundations of truck heating, air conditioning, engine cooling, and truck-trailer refrigeration, the book integrates modern technical terms with photos that clearly demonstrate typical, on-the-job tasks in logical sequence. Coverage includes an entire section on thermodynamics, as well as solid instruction on safety, equipment, components, troubleshooting, performance testing, maintenance, and even the history of HVAC/R in the diesel trucking industry. Enhanced with photos, drawings, and self-testing questions in each chapter, MODERN DIESEL TECHNOLOGY: HEATING, VENTILATION, AIR CONDITIONING, AND REFRIGERATION, 2nd Edition delivers the technical accuracy and depth of HVAC/R information you need for a rewarding career as a diesel technician.
The theme of the 1997 INTERACT conference, 'Discovering New Worlds ofHCI', signals major changes that are taking place with the expansion of new technologies into fresh areas of work and leisure throughout the world and new pervasive, powerful systems based on multimedia and the internet. HCI has a vital role to play in these new worlds, to ensure that people using the new technologies are empowered rather than subjugated to the technology that they increasingly have to use. In addition, outcomes from HCI research studies over the past 20 years are now finding their way into many organisations and helping to improve and enhance work practices. These factors have strongly influenced the INTERACT'97 Committee when creating the conference programme, with the result that, besides the more traditional HCI research and education focus found in previous INTERACT conferences, one strand of the 1997 conference has been devoted to industry and another to multimedia. The growth in the IFIP TCI3 committee itself reflects the expansion ofHCI into new worlds. Membership oflFIP TC13 has risen to now include representatives of 24 IFIP member country societies from many parts of the world. In 1997, IFIP TCl3 breaks new ground by holding its sixth INTERACT conference in the Asia-Pacific region. This is a significant departure from previous INTERACT conferences, that were all held in Europe, and is especially important for the Asia-Pacific region, as HCI expands beyond its traditional base.
The Complete Guide to Virtual Reality in Architecture andDesign The first in-depth book on virtual reality (VR) aimed specificallyat architecture and design professionals, Designing Digital Spacesteers you skillfully through the learning curve of this excitingnew technology. Beginning with a historical overview of theevolution of architectural representations, this unique resourceexplains what VR is, how it is being applied today, and how itpromises to revolutionize not only the design process, but the formand function of the built environment itself. Vividly illustratinghow VR fits alongside traditional methods of architecturalrepresentation, this comprehensive guide prepares you to makeoptimum practical use of this powerful interactive tool, andembrace the new role of the architect in a virtually designedworld. Offers in-depth coverage of the virtual universe--datarepresentation and information management, static and dynamicworlds, tracking and visual display systems, control devices, andmore. Examines a wide range of current VR architectural applications,from walkthroughs, simulations, and evaluations to reconstructionsand networked environments Includes insightful essays by leading VR developers covering someof today's most innovative projects Integrates VR into the historical framework of architecturaldevelopment, with detailed sections on the past, present, andfuture Features a dazzling array of virtual world images and sequentialdisplays Explores the potential impact of digital architecture on the builtenvironment of the future