Proceedings, fourth International Conference on 3-D Digital Imaging and Modeling : 3DIM 2003 : 6-10 October, 2003, Banff, Alberta, Canada |
Pubbl/distr/stampa | [Place of publication not identified], : IEEE Computer Society, 2003 |
Disciplina | 621.36/7 |
Soggetto topico |
Image processing - Digital techniques
Three-dimensional display systems Applied Physics Engineering & Applied Sciences |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996210893503316 |
[Place of publication not identified], : IEEE Computer Society, 2003 | ||
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Lo trovi qui: Univ. di Salerno | ||
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Proceedings, fourth International Conference on 3-D Digital Imaging and Modeling : 3DIM 2003 : 6-10 October, 2003, Banff, Alberta, Canada |
Pubbl/distr/stampa | [Place of publication not identified], : IEEE Computer Society, 2003 |
Disciplina | 621.36/7 |
Soggetto topico |
Image processing - Digital techniques
Three-dimensional display systems Applied Physics Engineering & Applied Sciences |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910872562203321 |
[Place of publication not identified], : IEEE Computer Society, 2003 | ||
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Lo trovi qui: Univ. Federico II | ||
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Proceedings, I3D 2016 : 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games : Redmond, Washington, USA, February 27-28, 2016 / / general chairs, Chris Wyman, Cem Yuksel ; proceedings production editor, Stephen N. Spencer |
Pubbl/distr/stampa | New York : , : ACM, , 2016 |
Descrizione fisica | 1 online resource (200 pages) |
Disciplina | 794.8 |
Soggetto topico |
Video games
Computer graphics Three-dimensional display systems |
ISBN | 1-4503-4043-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti |
Proceedings, Interactive Three Dimensional 2016 : proceedings, 20th Association for Computing Machinery Special Interest Group on Computer Graphics and Interactive Techniques Symposium on Interactive Three Dimensional Graphics and Games : Redmond, Washington, United States of America, February 27-28, 2016
Proceedings, Interactive Three Dimensional 2016 Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games Proceedings of the 20th Association for Computing Machinery Special Interest Group on Computer Graphics and Interactive Techniques Symposium on Interactive Three Dimensional Graphics and Games |
Record Nr. | UNINA-9910376550903321 |
New York : , : ACM, , 2016 | ||
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Lo trovi qui: Univ. Federico II | ||
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Proceedings, Second International Conference on 3-D Digital Imaging and Modeling : October 4-8, 1999, Ottawa, Canada |
Pubbl/distr/stampa | [Place of publication not identified], : IEEE Computer Society, 1999 |
Disciplina | 621.36/7 |
Soggetto topico |
Image processing - Digital techniques
Three-dimensional display systems Applied Physics Engineering & Applied Sciences |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996217490903316 |
[Place of publication not identified], : IEEE Computer Society, 1999 | ||
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Lo trovi qui: Univ. di Salerno | ||
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Proceedings, Second International Conference on 3-D Digital Imaging and Modeling : October 4-8, 1999, Ottawa, Canada |
Pubbl/distr/stampa | [Place of publication not identified], : IEEE Computer Society, 1999 |
Disciplina | 621.36/7 |
Soggetto topico |
Image processing - Digital techniques
Three-dimensional display systems Applied Physics Engineering & Applied Sciences |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910872835603321 |
[Place of publication not identified], : IEEE Computer Society, 1999 | ||
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Lo trovi qui: Univ. Federico II | ||
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Professional WebGL programming [[electronic resource] ] : developing 3D graphics for the web / / Andreas Anyuru |
Autore | Anyuru Andreas |
Pubbl/distr/stampa | Chichester, U.K., : John Wiley & Sons, 2012 |
Descrizione fisica | 1 online resource (364 p.) |
Disciplina |
006.6
006.684 |
Collana | Wrox programmer to programmer |
Soggetto topico |
Computer graphics - Computer programs
JavaScript (Computer program language) Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-280-67245-5
9786613649386 1-119-94058-3 1-119-94059-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Vertex ShaderPrimitive Assembly; Rasterization; Fragment Shader; Per Fragment Operations; Comparing WebGL to Other Graphics Technologies; OpenGL; OpenGL ES 2.0; Direct3D; HTML5 Canvas; Scalable Vector Graphics; VRML and X3D; Linear Algebra for 3D Graphics; Coordinate System; Points or Vertices; Vectors; Dot Product or Scalar Product; Cross Product; Homogeneous Coordinates; Matrices; Affine Transformations; Summary; Chapter 2: Creating Basic WebGL Examples; Drawing a Triangle; Creating the WebGL Context; Creating the Vertex Shader and the Fragment Shader; Compiling the Shaders
Creating the Program Object and Linking the ShadersSetting Up the Buffers; Drawing the Scene; Understanding the WebGL Coding Style; Debugging Your WebGL Application; Using Chrome Developer Tools; Using Firebug; WebGL Error Handling and Error Codes; WebGL Inspector; Troubleshooting WebGL; Using the DOM API to Load Your Shaders; Putting It Together in a Slightly More Advanced Example; Experimenting with Code; Summary; Chapter 3: Drawing; WebGL Drawing Primitives and Drawing Methods; Primitives; Understanding the Importance of Winding Order; WebGL's Drawing Methods; Typed Arrays; Buffer and View Supported View TypesExploring Different Ways to Draw; gl.drawArrays() and gl.TRIANGLES; gl.drawArrays() and gl.TRIANGLE_STRIP; gl.drawElements() and gl.TRIANGLES; gl.drawElements() and gl.TRIANGLE_STRIP; Conclusions of the Comparison; Pre-Transform Vertex Cache and Post-Transform Vertex Cache; Interleaving Your Vertex Data for Improved Performance; Using an Array of Structures; Using a Vertex Array or Constant Vertex Data; A Last Example to Wind Things Up; Some Things to Experiment With; Summary; Chapter 4: Compact JavaScript Libraries And Transformations Working with Matrices and Vectors in JavaScriptSylvester; WebGL-mjs; glMatrix; Using Transformations; How Transformations Are Used; Understanding the Complete Transformation Pipeline; Getting Practical with Transformations; Setting Up Buffers with Object Coordinates; Creating Transformation Matrices with JavaScript and Uploading Them to the Shader; Uploading the Transformation Matrices to the Vertex Shader in the GPU; Calling Your Drawing Methods; Understanding the Importance of Transformation Order; Using a Grand, Fixed Coordinate System; Using a Moving, Local Coordinate System Pushing and Popping Transformation Matrices |
Record Nr. | UNINA-9910461188603321 |
Anyuru Andreas
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||
Chichester, U.K., : John Wiley & Sons, 2012 | ||
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Lo trovi qui: Univ. Federico II | ||
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Professional WebGL programming [[electronic resource] ] : developing 3D graphics for the web / / Andreas Anyuru |
Autore | Anyuru Andreas |
Pubbl/distr/stampa | Chichester, U.K., : John Wiley & Sons, 2012 |
Descrizione fisica | 1 online resource (364 p.) |
Disciplina |
006.6
006.684 |
Collana | Wrox programmer to programmer |
Soggetto topico |
Computer graphics - Computer programs
JavaScript (Computer program language) Three-dimensional display systems |
ISBN |
1-280-67245-5
9786613649386 1-119-94058-3 1-119-94059-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Vertex ShaderPrimitive Assembly; Rasterization; Fragment Shader; Per Fragment Operations; Comparing WebGL to Other Graphics Technologies; OpenGL; OpenGL ES 2.0; Direct3D; HTML5 Canvas; Scalable Vector Graphics; VRML and X3D; Linear Algebra for 3D Graphics; Coordinate System; Points or Vertices; Vectors; Dot Product or Scalar Product; Cross Product; Homogeneous Coordinates; Matrices; Affine Transformations; Summary; Chapter 2: Creating Basic WebGL Examples; Drawing a Triangle; Creating the WebGL Context; Creating the Vertex Shader and the Fragment Shader; Compiling the Shaders
Creating the Program Object and Linking the ShadersSetting Up the Buffers; Drawing the Scene; Understanding the WebGL Coding Style; Debugging Your WebGL Application; Using Chrome Developer Tools; Using Firebug; WebGL Error Handling and Error Codes; WebGL Inspector; Troubleshooting WebGL; Using the DOM API to Load Your Shaders; Putting It Together in a Slightly More Advanced Example; Experimenting with Code; Summary; Chapter 3: Drawing; WebGL Drawing Primitives and Drawing Methods; Primitives; Understanding the Importance of Winding Order; WebGL's Drawing Methods; Typed Arrays; Buffer and View Supported View TypesExploring Different Ways to Draw; gl.drawArrays() and gl.TRIANGLES; gl.drawArrays() and gl.TRIANGLE_STRIP; gl.drawElements() and gl.TRIANGLES; gl.drawElements() and gl.TRIANGLE_STRIP; Conclusions of the Comparison; Pre-Transform Vertex Cache and Post-Transform Vertex Cache; Interleaving Your Vertex Data for Improved Performance; Using an Array of Structures; Using a Vertex Array or Constant Vertex Data; A Last Example to Wind Things Up; Some Things to Experiment With; Summary; Chapter 4: Compact JavaScript Libraries And Transformations Working with Matrices and Vectors in JavaScriptSylvester; WebGL-mjs; glMatrix; Using Transformations; How Transformations Are Used; Understanding the Complete Transformation Pipeline; Getting Practical with Transformations; Setting Up Buffers with Object Coordinates; Creating Transformation Matrices with JavaScript and Uploading Them to the Shader; Uploading the Transformation Matrices to the Vertex Shader in the GPU; Calling Your Drawing Methods; Understanding the Importance of Transformation Order; Using a Grand, Fixed Coordinate System; Using a Moving, Local Coordinate System Pushing and Popping Transformation Matrices |
Record Nr. | UNINA-9910790113103321 |
Anyuru Andreas
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||
Chichester, U.K., : John Wiley & Sons, 2012 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
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Professional WebGL programming : developing 3D graphics for the web / / Andreas Anyuru |
Autore | Anyuru Andreas |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Chichester, U.K., : John Wiley & Sons, 2012 |
Descrizione fisica | 1 online resource (364 p.) |
Disciplina |
006.6
006.684 |
Collana | Wrox programmer to programmer |
Soggetto topico |
Computer graphics - Computer programs
JavaScript (Computer program language) Three-dimensional display systems |
ISBN |
1-280-67245-5
9786613649386 1-119-94058-3 1-119-94059-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Vertex ShaderPrimitive Assembly; Rasterization; Fragment Shader; Per Fragment Operations; Comparing WebGL to Other Graphics Technologies; OpenGL; OpenGL ES 2.0; Direct3D; HTML5 Canvas; Scalable Vector Graphics; VRML and X3D; Linear Algebra for 3D Graphics; Coordinate System; Points or Vertices; Vectors; Dot Product or Scalar Product; Cross Product; Homogeneous Coordinates; Matrices; Affine Transformations; Summary; Chapter 2: Creating Basic WebGL Examples; Drawing a Triangle; Creating the WebGL Context; Creating the Vertex Shader and the Fragment Shader; Compiling the Shaders
Creating the Program Object and Linking the ShadersSetting Up the Buffers; Drawing the Scene; Understanding the WebGL Coding Style; Debugging Your WebGL Application; Using Chrome Developer Tools; Using Firebug; WebGL Error Handling and Error Codes; WebGL Inspector; Troubleshooting WebGL; Using the DOM API to Load Your Shaders; Putting It Together in a Slightly More Advanced Example; Experimenting with Code; Summary; Chapter 3: Drawing; WebGL Drawing Primitives and Drawing Methods; Primitives; Understanding the Importance of Winding Order; WebGL's Drawing Methods; Typed Arrays; Buffer and View Supported View TypesExploring Different Ways to Draw; gl.drawArrays() and gl.TRIANGLES; gl.drawArrays() and gl.TRIANGLE_STRIP; gl.drawElements() and gl.TRIANGLES; gl.drawElements() and gl.TRIANGLE_STRIP; Conclusions of the Comparison; Pre-Transform Vertex Cache and Post-Transform Vertex Cache; Interleaving Your Vertex Data for Improved Performance; Using an Array of Structures; Using a Vertex Array or Constant Vertex Data; A Last Example to Wind Things Up; Some Things to Experiment With; Summary; Chapter 4: Compact JavaScript Libraries And Transformations Working with Matrices and Vectors in JavaScriptSylvester; WebGL-mjs; glMatrix; Using Transformations; How Transformations Are Used; Understanding the Complete Transformation Pipeline; Getting Practical with Transformations; Setting Up Buffers with Object Coordinates; Creating Transformation Matrices with JavaScript and Uploading Them to the Shader; Uploading the Transformation Matrices to the Vertex Shader in the GPU; Calling Your Drawing Methods; Understanding the Importance of Transformation Order; Using a Grand, Fixed Coordinate System; Using a Moving, Local Coordinate System Pushing and Popping Transformation Matrices |
Record Nr. | UNINA-9910807652003321 |
Anyuru Andreas
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Chichester, U.K., : John Wiley & Sons, 2012 | ||
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Lo trovi qui: Univ. Federico II | ||
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SIGGRAPH Asia 2015 technical briefs |
Pubbl/distr/stampa | New York : , : ACM, , 2015 |
Descrizione fisica | 1 online resource (81 pages) |
Disciplina | 006.6 |
Soggetto topico |
Computer graphics
Three-dimensional display systems Human-computer interaction |
ISBN | 1-4503-3930-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti | Special Interest Group on Computer Graphics and Interactive Techniques Asia 2015 technical briefs |
Record Nr. | UNINA-9910376555803321 |
New York : , : ACM, , 2015 | ||
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Lo trovi qui: Univ. Federico II | ||
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Sixth International Conference on 3-D Digital Imaging and Modeling : proceedings : 3DIM 2007 : 21-23, August 2007, Montréal, Quebec, Canada |
Pubbl/distr/stampa | [Place of publication not identified], : IEEE Computer Society, 2007 |
Disciplina | 621.66/7 |
Soggetto topico |
Image processing - Digital techniques
Three-dimensional display systems Engineering & Applied Sciences Applied Physics |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNISA-996211347703316 |
[Place of publication not identified], : IEEE Computer Society, 2007 | ||
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Lo trovi qui: Univ. di Salerno | ||
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