- Data and image models
- Perception and cognition
- Interaction
- Space
- Color
- Conveying shape with lines
- Conveying shape with shading and texturing
- Conveying interior structure with volumetric techniques
- Conveying process and narrative with animation
- Designing Augmented Reality Interfaces
Learning Through Computer-Generated Visualization
Download free Computer Graphics, photoshop ebooks
- 3D Graphics & VRML 2.0 by Laura Lemay, Justin Couch and Kelly Murdock
- Atari Graphics & Arcade Game Design By Jeffrey Stanton with Dan Pinal
- Basic Graphics Programming With The Xlib Library
- Compute!'s First Book of Atari Graphics
- Computer Graphics - cc.gatech.edu
- Computer Graphics - cs.brown.edu By Andries van Dam
- Computer Graphics C Version Second Edition By Donald Hearn and M. Pauline Baker
- Computer Graphics Primer By Mitchell Waite
- Computer Graphics: Image Synthesis Techniques By Pat Hanrahan
- Dreamweaver MX - Tutorial Part 1
- Encyclopedia of Graphics File Formats, Second Edition by James D. Murray and William vanRyper
- Graphics Programming in Icon By Ralph E. Griswold, Clinton L. Jeffery, and Gregg M. Townsend
- Introduction to Adobe Photoshop
- Introduction to VRML
- Introduction to VRML 97 By David R. Nadeau
- Java Personal OpenGL Tutorial (JPOT)
- OpenGL Programming Guide Second Edition
- OpenGL Simple Shading Example -Sample Chapter
- OpenGL Texture Mapping - Sample Chapter
- OpenGL Tutorial
- PNG - The Definitive Guide By Greg Roelofs
- Real-Time Graphics Architectures By Kurt Akeley and Pat Hanrahan
- Simulating Humans: Computer Graphics, Animation and Control By Norman I. Badler, Cary B. Phillips and Bonnie L. Webber
- Teach Yourself CorelDRAW 8 in 24 Hours
- Teach Yourself Illustrator 7 in 24 Hours By Mordy Golding
- Teach Yourself Photoshop® in 14 Days By Bront Davis, Carla Rose and Steve Mulder
- Texture Mapping in VRML by Cindy Ballreich
- The OpenGL Utility Toolkit (GLUT) Programming Interface By Mark J. Kilgard
- Using OpenGL in Visual C++ By Alan Oursland
- Vector Math for 3D Computer Graphics
- Vision Systems By Dr A D Marshall
- Visualization By Pat Hanrahan
- VRML Audio Tutorial
- VRML Interactive Tutorial By Antonio Ramires Fernandes
- VRML Primer and Tutorial By Daniel K. Schneider and Sylvere Martin-Michiellot
- VRML Tutorial By Markus Roskothen
Computer Graphics Primer
Computer Graphics C Version Second Edition
Simulating Humans: Computer Graphics, Animation and Control
The decade of the 80's saw the dramatic expansion of high performance computer graphics into domains previously able only to irt with the technology. Among the most dramatic has been the incorporation of real-time interactive manipulation and display for human gures. Though actively pursued by several research groups, the problem of providing a virtual or synthetic human for an engineer or designer already accustomed to Computer-Aided Design techniques was most comprehensively attacked by the Computer Graphics Research Laboratory at the University of Pennsylvania. The breadth of that effort as well as the details of its methodology and software environment are presented in this volume.
This book is intended for human factors engineers requiring current knowledge of how a computer graphics surrogate human can augment their analyses of designed environments. It will also help inform design engineers of the state-of-the-art in human gure modeling, and hence of the human-centered design central to the emergent notion of Concurrent Engineering. Finally, it documents for the computer graphics community a major research effort in the interactive control and motion specification of articulated human figures.
Graphics Programming in Icon
Encyclopedia of Graphics File Formats, Second Edition
Part One, Overview, is an introduction to those computer graphics concepts that are especially helpful when you need to work with graphics file formats.
- Chapter 1, Introduction, introduces some basic terminology, and gives an overview of computer graphics data and the different types of graphics file formats used in computer graphics. This chapter also lists all of the formats described in this book.
- Chapter 2, Computer Graphics Basics, discusses some concepts from the broader field of computer graphics that are necessary for an understanding of the rest of the book.
- Chapter 3, Bitmap Files, describes the structure and characteristics of bitmap files.
- Chapter 4, Vector Files, describes the structure and characteristics of vector files.
- Chapter 5, Metafiles, describes the structure and characteristics of metafiles.
- Chapter 6, Platform Dependencies, describes the few machine and operating system dependencies you will need to understand.
- Chapter 7, Format Conversion, discusses issues to consider when you are converting between the different format types (e.g., bitmap to vector), as well as between formats within a type (e.g., vector to vector).
- Chapter 8, Working With Graphics Files, describes the issues that come up when you read, write, and test graphics files. It also covers the corruption and encryption of graphics files, the potential for virus infection in those files, and the issues involved in writing your own file formats and file format specifications, including copyright issues.
- Chapter 9, Data Compression, describes data compression, particularly as compression techniques apply to graphics data and the graphics files described in this book.
- Chapter 10, Multimedia, surveys multimedia formats and issues.
Part Two, Graphics File Formats, describes the graphics file formats themselves. There is one article per format or format set, and articles are arranged alphabetically. Each article provides basic classification information, an overview, and details of the format. In many cases we've included short code examples. We've also indicated whether the specification itself (or an article that describes the details of the format) is included on the CD-ROM, as well as code examples and images encoded in that format. Also provided in the articles are references for further information.
Part Three, Appendices, contains the following material:
- Appendix A, Graphics Files and Resources on the Internet, describes how to use a variety of information services on the Internet (email, USENET, FTP, Archie, and the World Wide Web) to obtain, post, and otherwise deal with graphics files. It includes a listing of recommended sources of information about computer graphics and graphics file formats.
- Appendix B, Graphics Files and Resources on the Commercial Services, provides pointers to information about graphics files and resources on CompuServe, America Online, and a variety of bulletin board systems (BBSs).
- Appendix C, Installation and Setup, describes how to get the online product up and running on your system.
Basic Graphics Programming With The Xlib Library
After reading this tutorial, one would be able to write very simple graphical programs, but not programs with a descent user interface. For such programs, one of the previously mentioned libraries would be used.
The X window system was developed with one major goal - flexibility. The idea was that the way things look is one thing, but the way things work is another matter. Thus, the lower levels provide the tools required to draw windows, handle user input, allow drawing graphics using colors (or black and white screens), etc. To this point, a decision was made to separate the system into two parts. A client that decides what to do, and a server that actually draws on the screen and reads user input in order to send it to the client for processing.
Visualization
- The Purpose of Visualization
Information visualization, Card, Mackinlay, Schneiderman (handout)
Spatial schemas in depictions, Tversky (handout)
Decision to launch the Challenger, Tufte (handout) - Data and Image Models
The eyes have it, Schneiderman (html)
Bertin and beyond, Green (html)
The structure of the information visualization design space, Card, Mackinlay (pdf) - Discussion of examples of good and bad visualizations
- Perception and Cognition
Small Multiples, In Envisioning Information
Layering, In Envisioning Information
Graphical perception, Spence and Lawandowsky (handout)
Integral vs. separable dimensions, Palmer (handout)
Graphical perception, Cleveland and McGill (html).
Demonstrations
Healey's preattentive vision applet
Rensink's change blindness applet
The Game of Set - Design Problem I
Diffusion tensor MRI, Dave Akers, Rachel Mackenzie
Ancestral trees, Jeff Klingner, Merrie Ringel - Space (On Being in the Right Space)
Escaping flatland, In Envisioning Information
Narratives of space and time, In Envisioning Information
Map Projections in PDF
Postmortem of an example, Bertin (handout)
A tour of Trellis graphics, R. Becker et al. (ps)
Table lens, Rao and Card, (acm) - Design Problem II
C++ classes and methods, Mike Cammarano, Daniel Horn
Network intrusion detection, Amir Lopatin, John Gerth - Color
Color and information, In Envisioning Information
Abstracting reality, MacEachren (handout)
Area Colors, Imhof (handout), Virtual Library
PRAVDA, Bergman, Treinish, Rogowitz
Color guidelines, Brewer
CIELUV and CIELAB Applets, P. Rhodes - Design Problem III
Gene arrays, Johann Won, Jessy Kang
Flows of people and commodities, Ron Yeh, Doantam Phan - Interaction
Dynamic queries, Ahlberg, C. and Shneiderman, B., (html)
Dynamic queries, starfield displays, and the path to Spotfire, html.
Demonstrations and videos
ggobi
Excentric labels
Homefinder
Cellphones
Fry's zipcodes
Attribute explorer and cone tree video
Table lens - Design Problem IV
User event logs (VIBE), Kjell Reutersward, Stace Peterson
Social networks, Mike Choy, Jed Crosby
Light fields, Bill Chen, Chris Hong - Trees and Graphs
Rheingold-Tilford (handout)
Kamada-Kawai (handout)
DOI-tree (html)
dot paper, Gansner et al. (pdf) - Self Illustrating Phenomena
- Temporal Photography
- Conveying Shape: Line Drawings
Dooley, Cohen, Line illustration (handout)
Hayes, Ross, Lines of sight (handout)
DeCarlo, et al, Suggestive contours (html) - Conveying Shape: Shading and Texturing
Gooch and Gooch, Communicating shape
Ramachandran, 2-D or not 2-D--that is the question (handout)
Interrante, Texture
Akers et al. Conveying shape with image-based relighting - Animation
Principles, Lasseter, (acm)
Animation: Can it facilitate?, B. Tversky et al., (handout)
Slithy, (html) - Graphical Integrity
Graphical integrity, Tufte, (handout)
Every map shows this, but not that, Wood, (handout)
Real-Time Graphics Architectures
- Introduction (Kurt, Pat)
- The graphics pipeline (Pat)
- Nuts and bolts (Kurt)
- Performance analysis and characterization (Pat)
- Framebuffers and displays (Kurt)
- Rasterization (Kurt)
- Texturing (Pat)
- Geometry (Kurt)
- Parallelism and communication (Pat)
- Trends in Graphics Architectures, Tim Van Hook, ATI
- UNC High Performance Graphics Hardware, Anselmo Lastra, UNC
- Antialiasing (Kurt)
- Advanced texturing and shading (Pat)
- Programmable shading (Pat)
- Ray tracing (Pat)
- System issues (Kurt)
- The Design of OpenGL (Kurt)
- The Design of RenderMan (Pat)
- Final thoughts
Computer Graphics: Image Synthesis Techniques
- The Goals of Rendering
- Ray Tracing I: Basic Algorithm, Ray-Surface Intersection
- Ray Tracing II: Acceleration Techniques
- The Light Field
- Lights and Lighting, Illumination
- Camera and Film
- Sampling and Reconstruction, Aliasing and Antialiasing
- Statistical Sampling
- Reflection Models I: BRDFs, Ideal Specular and Diffuse
- Reflection Models II: Glossy
- Texture
- The Rendering Equation
- Monte Carlo Methods I: Probability, Sampling and Variance Reduction
- Monte Carlo Methods II: Sampling Paths
- Monte Carlo Methods III: Irradiance Caching and Photon Maps
- Radiosity I: Form Factors, Solvers
- Radiosity II: Meshing and Hierarchical Techniques
- Volume Rendering
Image Synthesis Techniques
Three aspects
- Lights and Lighting
Light sources
Illumination algorithms - Materials
Reflection models
Texture models - Camera
Lens and film effects
Fundamentally involves physical modeling and simulation.
‘60-’70’s : Geometric Aspects
Transformation/clipping
- Evans and Sutherland display pipeline
Hidden line and surface algorithms
- Sutherland, Sproull, Shumacker sort taxonomy
- Object vs. Image space
Simple shading and texturing
- Gouraud: interpolating colors
- Phong: interpolating normals
- Blinn, Catmull, Williams texturing
Computer Graphics - cc.gatech.edu
- 2D Raster Graphics Algorithms
Scan Converting Lines
Scan Converting Circles
Scan Converting Polygons
Fillings Rectangles
Fillings Polygons
Clipping Lines
Clipping Polygons
Antialiasing - Geometrical Transformations
Primitive Transformations
Homogeneous Coordinate Systems
Composition of Transformations
Window-to-Viewport Transformation
3-D Transformations
Composition of 3-D Transformations - Viewing in 3D
Projections
Specifying an Arbitrary 3D View
Clipping
Mathmatics
Coordinate Systems - Representing Curves and Surfaces
Polygon Meshes
Modeling Curves
Quadric Surfaces - Visible Surface Determination
Hidden Surface Removal
Algorithms
Visible-surface ray tracing - Illumination and Shading
Illuminations Models
Ray Tracing
Shading Models - Animation
Computer-Assisted Animation
Rules of Animation
Controlling Animation
Computer Graphics - cs.brown.edu
What is Computer Graphics?
- Computer graphics generally means creation, storage and manipulation of models and images
- Such models come from diverse and expanding set of fields including physical, mathematical, artistic, biological, and even conceptual (abstract) structures
- William Fetter coined term “computer graphics”in 1960 to describe new design methods he was pursuing at Boeing
- Created a series of widely reproduced images on pen plotter exploring cockpit design, using 3D model of human body.
- Perhaps the best way to define computer graphics is to find out what it is not. It is not a machine. It is not a computer, nor a group of computer programs. It is not the know-how of a graphic designer, a programmer, a writer, a motion picture specialist, or a reproduction specialist.
- Computer graphics is all these –a consciously managed and documented technology directed toward communicating information accurately and descriptively.”
Computer Graphics, by William A. Fetter, 1966
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