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Proceedings, fourth International Conference on 3-D Digital Imaging and Modeling : 3DIM 2003 : 6-10 October, 2003, Banff, Alberta, Canada
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
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Proceedings, fourth International Conference on 3-D Digital Imaging and Modeling : 3DIM 2003 : 6-10 October, 2003, Banff, Alberta, Canada
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
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
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Proceedings, Second International Conference on 3-D Digital Imaging and Modeling : October 4-8, 1999, Ottawa, Canada
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
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Proceedings, Second International Conference on 3-D Digital Imaging and Modeling : October 4-8, 1999, Ottawa, Canada
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional WebGL programming [[electronic resource] ] : developing 3D graphics for the web / / Andreas Anyuru
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  
Chichester, U.K., : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional WebGL programming [[electronic resource] ] : developing 3D graphics for the web / / Andreas Anyuru
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  
Chichester, U.K., : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Professional WebGL programming : developing 3D graphics for the web / / Andreas Anyuru
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  
Chichester, U.K., : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
SIGGRAPH Asia 2015 technical briefs
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
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Sixth International Conference on 3-D Digital Imaging and Modeling : proceedings : 3DIM 2007 : 21-23, August 2007, Montréal, Quebec, Canada
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
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui