Fast Algorithms for 3D-Graphics

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9783540942887: Fast Algorithms for 3D-Graphics
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In this book, a variety of algoritbms are described that may be of interest to everyone who writes software for 3D-graphics. It is a book that haB been written for programmers at an intermediate level as well aB for experienced software engineers who simply want to have some particular functions at their disposal, without having to think too much about details like special cases or optimization for speed. The programming language we use is C, and that has many advantages, because it makes the code both portable and efficient. Nevertheless, it should be possible to adapt the ideas to other high-level programming languages. The reader should have a reasonable knowledge of C, because sophisticated pro­ grams with economical storage household and fast sections cannot be written without the use of pointers. You will find that in the long run it is just aB easy to work with pointer variables as with multiple arrays . .Aß the title of the book implies, we will not deal with algorithms that are very computation-intensive such as ray tracing or the radiosity method. Furthermore, objects will always be (closed or not closed) polyhedra, which consist of a certain number of polygons.

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A tremendous book on the theoretical and mathematical foundations and practical aspects of C programming for writing fast 3D graphics code. Topics covered thoroughly by the book and its diskette include hidden surfaces, shadows, reflections, patterns, spline curves and surfaces, and real-time animation. Requires a good background in mathematics and C programming. Highly Recommended.

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9780387942889: Fast Algorithms for 3D-Graphics

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ISBN 10:  0387942882 ISBN 13:  9780387942889
Publisher: Springer, 1995
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Book Description Springer. Paperback. Condition: New. 306 pages. Dimensions: 9.2in. x 6.1in. x 0.7in.In this book, a variety of algoritbms are described that may be of interest to everyone who writes software for 3D-graphics. It is a book that haB been written for programmers at an intermediate level as well aB for experienced software engineers who simply want to have some particular functions at their disposal, without having to think too much about details like special cases or optimization for speed. The programming language we use is C, and that has many advantages, because it makes the code both portable and efficient. Nevertheless, it should be possible to adapt the ideas to other high-level programming languages. The reader should have a reasonable knowledge of C, because sophisticated pro grams with economical storage household and fast sections cannot be written without the use of pointers. You will find that in the long run it is just aB easy to work with pointer variables as with multiple arrays . . A the title of the book implies, we will not deal with algorithms that are very computation-intensive such as ray tracing or the radiosity method. Furthermore, objects will always be (closed or not closed) polyhedra, which consist of a certain number of polygons. This item ships from multiple locations. Your book may arrive from Roseburg,OR, La Vergne,TN. Paperback. Seller Inventory # 9783540942887

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Book Description Springer-Verlag Berlin and Heidelberg GmbH Co. KG, Germany, 1995. Paperback. Condition: New. 2nd ed. 1994. Language: English . Brand New Book ***** Print on Demand *****.In this book, a variety of algoritbms are described that may be of interest to everyone who writes software for 3D-graphics. It is a book that haB been written for programmers at an intermediate level as well aB for experienced software engineers who simply want to have some particular functions at their disposal, without having to think too much about details like special cases or optimization for speed. The programming language we use is C, and that has many advantages, because it makes the code both portable and efficient. Nevertheless, it should be possible to adapt the ideas to other high-level programming languages. The reader should have a reasonable knowledge of C, because sophisticated pro- grams with economical storage household and fast sections cannot be written without the use of pointers. You will find that in the long run it is just aB easy to work with pointer variables as with multiple arrays . .Ass the title of the book implies, we will not deal with algorithms that are very computation-intensive such as ray tracing or the radiosity method. Furthermore, objects will always be (closed or not closed) polyhedra, which consist of a certain number of polygons. Seller Inventory # AAV9783540942887

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