Fr. 81.00

Computer Graphics from Scratch - A Programmer's Introduction to 3D Rendering

English · Paperback / Softback

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Description

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Zusatztext "If you've ever wanted to peek behind the curtain and understand how [computer graphics] work, here you've got it in a step-by-step process. . . . A nice resource to have to learn about the basics of computer graphics. . . . If you want to jump in and learn about computer graphics or get an understanding of how ray tracing works, this is a good choice." —Game From Scratch "There's enough information in his book for a university course. In fact, the book is based on the course Gambetta taught before he became a senior engineer at Google." —Joy Schwabach, Arkansas Democrat Gazette 's On Computers "One of the best textbooks I have ever seen! . . . I am in awe of the simplicity of the math and science involved. It feels a lot like I am wielding magical powers that I've always thought were beyond my reach. [Gabriel Gambetta has] absolutely managed to demystify the process. I guess it's a sort of 'the power was within you the whole time' kind of moment."  —/u/Grakkam, Reddit "I love it. I love fundamental and foundational books like this. It's not tied to language or platform so doesn't get dated. I learned SO MUCH going through this book. . . . I definitely recommend this book if learning computer graphics fundamentals is something you're curious about." —Dylan Bennett, Curator of PiGameDev " Computer Graphics from Scratch is a great jumping-off point for those who want to learn more about raytracing and rasterization." —Julia Roth, Geek Girl Authority "An ideal textbook on DIY computer graphic creation, Computer Graphics from Scratch: A Programmer's Introduction to 3D Rendering is especially and unreservedly recommended for personal, professional, community, school, college, and university library Computer Programming collections and supplemental studies curriculums." —James A. Cox, Midwest Book Review Informationen zum Autor Gabriel Gambetta started coding games around the age of 5 on a ZX Spectrum. After studying Computer Science and working at a respectable local company in his native Uruguay, he started a game development company and ran it for 10 years while teaching Computer Graphics at his alma mater. More recently, Gambetta has been working at Google Zürich, where he's been since 2011 except for a stint as an early engineer in the London-based multiplayer game tech unicorn Improbable. Klappentext Computer Graphics from Scratch demystifies the algorithms used in modern graphics software with basic programming and high school math. Behind the beautiful imagery of the latest animated movie and the realistic environments of popular videogames lie some mysterious algorithms. Computer Graphics from Scratch aims to demystify these algorithms and shows you that computer graphics can be surprisingly simple. This broad introductory book gives you an overview of the computer graphics field with a focus on two core areas of modern graphics: raytracing and rasterization. Links to interactive demos throughout bring the algorithms alive. Every algorithm is built up without the use of external libraries or APIs and is presented with language agnostic pseudocode, allowing anyone with a basic understanding of programming and high school math to follow along. Zusammenfassung 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 ra...

List of contents

Introduction

1. Introductory Concepts
Part I: Raytracing
2. Basic Raytracing
3. Light
4. Shadows and Reflections
5. Extending the Raytracer

Part II: Rasterization
6. Lines
7. Filled Triangles
8. Shaded Triangles
9. Perspective Projection
10. Describing and Rendering a Scene
11. Clipping
12. Removing Hidden Surfaces
13. Shading
14. Textures
15. Extending the Rasterizer

Appendix A: Linear Algebra

Report

"If you've ever wanted to peek behind the curtain and understand how [computer graphics] work, here you've got it in a step-by-step process. . . . A nice resource to have to learn about the basics of computer graphics. . . . If you want to jump in and learn about computer graphics or get an understanding of how ray tracing works, this is a good choice."
Game From Scratch

"There's enough information in his book for a university course. In fact, the book is based on the course Gambetta taught before he became a senior engineer at Google."
Joy Schwabach, Arkansas Democrat Gazette's On Computers

"One of the best textbooks I have ever seen! . . . I am in awe of the simplicity of the math and science involved. It feels a lot like I am wielding magical powers that I've always thought were beyond my reach. [Gabriel Gambetta has] absolutely managed to demystify the process. I guess it's a sort of 'the power was within you the whole time' kind of moment." 
/u/Grakkam, Reddit

"I love it. I love fundamental and foundational books like this. It's not tied to language or platform so doesn't get dated. I learned SO MUCH going through this book. . . . I definitely recommend this book if learning computer graphics fundamentals is something you're curious about."
Dylan Bennett, Curator of PiGameDev

"Computer Graphics from Scratch is a great jumping-off point for those who want to learn more about raytracing and rasterization."
Julia Roth, Geek Girl Authority

"An ideal textbook on DIY computer graphic creation, Computer Graphics from Scratch: A Programmer's Introduction to 3D Rendering is especially and unreservedly recommended for personal, professional, community, school, college, and university library Computer Programming collections and supplemental studies curriculums."
James A. Cox, Midwest Book Review

"If you want to understand how shaders are programmed, something important not just to game developers or animators but to anyone who needs to understand what's happening with the graphics library that they are using that isn't working right, this book is for you. The math is just algebra with linear algebra included, and Gambetta builds up his renderers from scratch in a manner that appears logical and easy to follow."
Rik Farrow, USENIX

Product details

Authors Gabriel Gambetta
Publisher No Starch Press
 
Languages English
Product format Paperback / Softback
Released 30.11.2020
 
EAN 9781718500761
ISBN 978-1-71850-076-1
No. of pages 248
Dimensions 179 mm x 235 mm x 14 mm
Subjects Natural sciences, medicine, IT, technology > IT, data processing > IT

COMPUTERS / Programming / Algorithms, Computer programming / software engineering, Computer Programming / Software Development

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