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Computer graphics and animation / Lawrence Moody

By: Material type: TextTextPublication details: USA Kaufman Press 2022Description: 322 pISBN:
  • 9781666888188
Subject(s): DDC classification:
  • 006.68 MOO-L
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Holdings
Item type Current library Collection Shelving location Call number Copy number Status Date due Barcode Item holds
Books Books BITS Pilani Hyderabad 003-007 General Stack (For lending) 006.68 MOO-L (Browse shelf(Opens below)) USD 185.00. Checked out 27/11/2024 47277
Total holds: 0

Computer graphics are any types of images created using any kind computer. There is a vast amount of types of images of images a computer can create. Also, there are just as many ways of creating those images. Images created by computers can be very simple, such as lines and circle, or extremely complex such as fractals and complicated rendered animations. Computer animation is the art of creating moving images via the use if computers. It is a subfield of computer graphics and animation. Increasingly it is created by means of 3D computer graphics. though 2D computer graphics are still widely used for low bandwidth and faster real time rendering needs. The basic idea behind animation is to play back the recorded images as the rates fast enough to fool the human eye in to interpreting them as continuous motion. Animation can make a series of dead images come alive. Animation can be used in many areas like entertainment, computer aided design, scientific visualization, training, e commerce, and computer art. In computer graphics, the process of updating a graphical display so that it changes over time is called animation. Implementing animation typically involves displaying an initial version of the picture and then changing it slightly over time so that the individual changes appear continuous from one version of the picture to the next. This strategy is analogous to classical film animation in which cartoonists break up the motion of the scene into a series of separate frames. The difference in time between each frame is called a time step and is typically very short. Movies, for example, typically run at 30 frames a second, which makes the step approximately 33 milliseconds. If you want to obtain smooth motion in java, you need to use a time step around this scale or even faster. The book is coined in simple and easy to follow instructions, so that even an average students can grasp the subject by self study.

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