Minggu, 29 Desember 2013

Wow! eBook: Computer Graphics, 3rd Edition - 5 new eBooks


Wow! eBook: Computer Graphics, 3rd Edition - 5 new eBooks

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Computer Graphics, 3rd Edition

Posted: 29 Dec 2013 03:47 AM PST

Book Description

Computer Graphics: Principles and Practice, Third Edition, remains the most authoritative introduction to the field. The first edition, the original "Foley and van Dam," helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications.

The authors explain the principles, as well as the mathematics, underlying computer graphics–knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, program­ming problems, and hands-on projects.

This revised edition features:

  • New coverage of the rendering equation, GPU architecture considerations, and importance- sampling in physically based rendering
  • An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering
  • Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces
  • 3D real-time graphics platforms–their design goals and trade-offs–including new mobile and browser platforms
  • Programming and debugging approaches unique to graphics development

The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocode–whichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors’ website (cgpp.net) or the publisher’s website (informit.com/title/9780321399526). Instructor resources will be available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.

Table of Contents
Chapter 1. Introduction
Chapter 2. Introduction to 2D Graphics Using WPF
Chapter 3. An Ancient Renderer Made Modern
Chapter 4. A 2D Graphics Test Bed
Chapter 5. An Introduction to Human Visual Perception
Chapter 6. Introduction to Fixed-Function 3D Graphics and Hierarchical Modeling
Chapter 7. Essential Mathematics and the Geometry of 2-Space and 3-Space
Chapter 8. A Simple Way to Describe Shape in 2D and 3D
Chapter 9. Functions on Meshes
Chapter 10. Transformations in Two Dimensions
Chapter 11. Transformations in Three Dimensions
Chapter 12. A 2D and 3D Transformation Library for Graphics
Chapter 13. Camera Specifications and Transformations
Chapter 14. Standard Approximations and Representations
Chapter 15. Ray Casting and Rasterization
Chapter 16. Survey of Real-Time 3D Graphics Platforms
Chapter 17. Image Representation and Manipulation
Chapter 18. Images and Signal Processing
Chapter 19. Enlarging and Shrinking Images
Chapter 20. Textures and Texture Mapping
Chapter 21. Interaction Techniques
Chapter 22. Splines and Subdivision Curves
Chapter 23. Splines and Subdivision Surfaces
Chapter 24. Implicit Representations of Shape
Chapter 25. Meshes
Chapter 26. Light
Chapter 27. Materials and Scattering
Chapter 28. Color
Chapter 29. Light Transport
Chapter 30. Probability and Monte Carlo Integration
Chapter 31. Computing Solutions to the Rendering Equation: Theoretical Approaches
Chapter 32. Rendering in Practice
Chapter 33. Shaders
Chapter 34. Expressive Rendering
Chapter 35. Motion
Chapter 36. Visibility Determination
Chapter 37. Spatial Data Structures
Chapter 38. Modern Graphics Hardware

Book Details

  • Hardcover: 1264 pages
  • Publisher: Addison-Wesley Professional; 3rd Edition (July 2013)
  • Language: English
  • ISBN-10: 0321399528
  • ISBN-13: 978-0321399526
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The C++ Programming Language, 4th Edition

Posted: 29 Dec 2013 03:39 AM PST

Book Description

The new C++11 standard allows programmers to express ideas more clearly, simply, and directly, and to write faster, more efficient code. Bjarne Stroustrup, the designer and original implementer of C++, has reorganized, extended, and completely rewritten his definitive reference and tutorial for programmers who want to use C++ most effectively.

The C++ Programming Language, Fourth Edition, delivers meticulous, richly explained, and integrated coverage of the entire language—its facilities, abstraction mechanisms, standard libraries, and key design techniques. Throughout, Stroustrup presents concise, "pure C++11" examples, which have been carefully crafted to clarify both usage and program design. To promote deeper understanding, the author provides extensive cross-references, both within the book and to the ISO standard.

New C++11 coverage includes:

  • Support for concurrency
  • Regular expressions, resource management pointers, random numbers, and improved containers
  • General and uniform initialization, simplified for-statements, move semantics, and Unicode support
  • Lambdas, general constant expressions, control over class defaults, variadic templates, template aliases, and user-defined literals
  • Compatibility issues

Topics addressed in this comprehensive book include:

  • Basic facilities: type, object, scope, storage, computation fundamentals, and more
  • Modularity, as supported by namespaces, source files, and exception handling
  • C++ abstraction, including classes, class hierarchies, and templates in support of a synthesis of traditional programming, object-oriented programming, and generic programming
  • Standard Library: containers, algorithms, iterators, utilities, strings, stream I/O, locales, numerics, and more
  • The C++ basic memory model, in depth

This fourth edition makes C++11 thoroughly accessible to programmers moving from C++98 or other languages, while introducing insights and techniques that even cutting-edge C++11 programmers will find indispensable.

This is a hardcover version of the Fourth Edition. Content in this hardcover and the paperback version is identical.

This book features an enhanced, layflat binding, which allows the book to stay open more easily when placed on a flat surface. This special binding method—noticeable by a small space inside the spine—also increases durability.

Table of Contents
Part I: Introductory Material
Chapter 1. Notes to the Reader
Chapter 2. A Tour of C++: The Basics
Chapter 3. A Tour of C++: Abstraction Mechanisms
Chapter 4. A Tour of C++: Containers and Algorithms
Chapter 5. A Tour of C++: Concurrency and Utilities

Part II: Basic Facilities
Chapter 6. Types and Declarations
Chapter 7. Pointers, Arrays, and References
Chapter 8. Structures, Unions, and Enumerations
Chapter 9. Statements
Chapter 10. Expressions
Chapter 11. Select Operations
Chapter 12. Functions
Chapter 13. Exception Handling
Chapter 14. Namespaces
Chapter 15. Source Files and Programs

Part III: Abstraction Mechanisms
Chapter 16. Classes
Chapter 17. Construction, Cleanup, Copy, and Move
Chapter 18. Overloading
Chapter 19. Special Operators
Chapter 20. Derived Classes
Chapter 21. Class Hierarchies
Chapter 22. Run-Time Type Information
Chapter 23. Templates
Chapter 24. Generic Programming
Chapter 25. Specialization
Chapter 26. Instantiation
Chapter 27. Templates and Hierarchies
Chapter 28. Metaprogramming
Chapter 29. A Matrix Design

Part IV: The Standard Library
Chapter 30. Standard Library Summary
Chapter 31. STL Containers
Chapter 32. STL Algorithms
Chapter 33. STL Iterators
Chapter 34. Memory and Resources
Chapter 35. Utilities
Chapter 36. Strings
Chapter 37. Regular Expressions
Chapter 38. I/O Streams
Chapter 39. Locales
Chapter 40. Numerics
Chapter 41. Concurrency
Chapter 42. Threads and Tasks
Chapter 43. The C Standard Library
Chapter 44. Compatibility

Book Details

  • Hardcover: 1368 pages
  • Publisher: Addison-Wesley Professional; 4th Edition (July 2013)
  • Language: English
  • ISBN-10: 0321958322
  • ISBN-13: 978-0321958327
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OpenGL SuperBible, 6th Edition

Posted: 29 Dec 2013 03:31 AM PST

Book Description

OpenGL® SuperBible, Sixth Edition, is the definitive programmer's guide, tutorial, and reference for the world's leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts. You'll find up-to-date, hands-on guidance for all facets of modern OpenGL development on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more.

Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect draws, and enhanced API debugging. It has been reorganized to focus more tightly on the API, to cover the entire pipeline earlier, and to help you thoroughly understand the interactions between OpenGL and graphics hardware.

Coverage includes:

  • A practical introduction to the essentials of realtime 3D graphics
  • Core OpenGL 4.3 techniques for rendering, transformations, and texturing
  • Foundational math for creating interesting 3D graphics with OpenGL
  • Writing your own shaders, with examples to get you started
  • Cross-platform OpenGL, including essential platform-specific API initialization material for Linux, OS X, and Windows
  • Vertex processing, drawing commands, primitive processing, fragments, and framebuffers
  • Using compute shaders to harness today's graphics cards for more than graphics
  • Monitoring and controlling the OpenGL graphics pipeline
  • Advanced rendering: light simulation, artistic and non-photo-realistic rendering, and deferred shading
  • Modern OpenGL debugging and performance optimization

Bonus material and sample code are available from the companion Web site, openglsuperbible.com.

Table of Contents
Part I: Foundations
Chapter 1. Introduction
Chapter 2. Our First OpenGL Program
Chapter 3. Following the Pipeline
Chapter 4. Math for 3D Graphics
Chapter 5. Data
Chapter 6. Shaders and Programs

Part II: In Depth
Chapter 7. Vertex Processing and Drawing Commands
Chapter 8. Primitive Processing
Chapter 9. Fragment Processing and the Framebuffer
Chapter 10. Compute Shaders
Chapter 11. Controlling and Monitoring the Pipeline

Part III: In Practice
Chapter 12. Rendering Techniques
Chapter 13. Debugging and Performance Optimization
Chapter 14. Platform Specifics

Appendix A. Further Reading
Appendix B. The SBM File Format
Appendix C. The SuperBible Tools

Book Details

  • Paperback: 848 pages
  • Publisher: Addison-Wesley Professional; 6th Edition (July 2013)
  • Language: English
  • ISBN-10: 0321902947
  • ISBN-13: 978-0321902948
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WebGL Programming Guide

Posted: 29 Dec 2013 03:27 AM PST

Book Description

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 <canvas> 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.

Table of Contents
Chapter 1. Overview of WebGL
Chapter 2. Your First Step with WebGL
Chapter 3. Drawing and Transforming Triangles
Chapter 4. More Transformations and Basic Animation
Chapter 5. Using Colors and Texture Images
Chapter 6. The OpenGL ES Shading Language (GLSL ES)
Chapter 7. Toward the 3D World
Chapter 8. Lighting Objects
Chapter 9. Hierarchical Objects
Chapter 10. Advanced Techniques

Appendix A. No Need to Swap Buffers in WebGL
Appendix B. Built-in Functions of GLSL ES 1.0
Appendix C. Projection Matrices
Appendix D. WebGL/OpenGL: Left or Right Handed?
Appendix E. The Inverse Transpose Matrix
Appendix F. Load Shader Programs from Files
Appendix G. World Coordinate System Versus Local Coordinate System
Appendix H. Web Browser Settings for WebGL

Book Details

  • Paperback: 600 pages
  • Publisher: Addison-Wesley Professional (July 2013)
  • Language: English
  • ISBN-10: 0321902920
  • ISBN-13: 978-0321902924
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The Android Developer’s Cookbook, 2nd Edition

Posted: 29 Dec 2013 03:21 AM PST

Book Description

Do you want to get started building apps for Android, today's number one mobile platform? Are you already building Android apps but want to get better at it? The AndroidDeveloper's Cookbook, Second Edition, brings together all the expert guidance and code you'll need.

This edition has been extensively updated to reflect the other Android 4.2.2 releases. You'll find all-new chapters on advanced threading and UI development, in-app billing, push messages, and native development, plus new techniques for everything from accessing NFC hardware to using Google Cloud Messaging.

Proven modular recipes take you from the basics all the way to advanced services, helping you to make the most of the newest Android APIs and tools. The authors' fully updated code samples are designed to serve as templates for your own projects and components. You'll learn best-practice techniques for efficiently solving common problems and for avoiding pitfalls throughout the entire development lifecycle. Coverage includes

  • Organizing Android apps and integrating their activities
  • Working efficiently with services, receivers, and alerts
  • Managing threads, including advanced techniques using AsyncTasks and loaders
  • Building robust, intuitive user interfaces
  • Implementing advanced UI features, including Custom Views, animation, accessibility, and large screen support
  • Capturing, playing, and manipulating media
  • Interacting with SMS, websites, and social networks
  • Storing data via SQLite and other methods
  • Integrating in-app billing using Google Play services
  • Managing push messaging with C2DM
  • Leveraging new components and structures for native Android development
  • Efficiently testing and debugging with Android's latest tools and techniques, including LINT code analysis

The AndroidDeveloper's Cookbook, Second Edition, is all you need to jumpstart any Android project, and create high-value, feature-rich apps that sell.

Table of Contents
Chapter 1. Overview of Android
Chapter 2. Application Basics: Activities and Intents
Chapter 3. Threads, Services, Receivers, and Alerts
Chapter 4. Advanced Threading Techniques
Chapter 5. User Interface Layout
Chapter 6. User Interface Events
Chapter 7. Advanced User Interface Techniques
Chapter 8. Multimedia Techniques
Chapter 9. Hardware Interface
Chapter 10. Networking
Chapter 11. Data Storage Methods
Chapter 12. Location-Based Services
Chapter 13. In-App Billing
Chapter 14. Push Messages
Chapter 15. Android Native Development
Chapter 16. Debugging

Appendix A. Using the OpenIntents Sensor Simulator
Appendix B. Using the Compatibility Pack
Appendix C. Using a Continuous Integration System
Appendix D. Android OS Releases

Book Details

  • Paperback: 464 pages
  • Publisher: Addison-Wesley Professional; 2nd Edition (June 2013)
  • Language: English
  • ISBN-10: 0321897536
  • ISBN-13: 978-0321897534
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