Download PDF Learning Three.js: The JavaScript 3D Library for WebGL Create and animate stunning 3D graphics using the open source Three.js JavaScript library by Jos Dirksen

Download PDF Learning Three.js: The JavaScript 3D Library for WebGL Create and animate stunning 3D graphics using the open source Three.js JavaScript library by Jos Dirksen

Sinopsis

Modern browsers are slowly getting more powerful features that can be accessed directly from JavaScript. You can easily add video and audio with the new HTML5 tags and create interactive components through the use of the HTML5 canvas. A rather new addition to this feature set is the support of WebGL. With WebGL you can directly make use of the processing resources of your graphics card and create high-performance 2D and 3D computer graphics. Programming WebGL directly from JavaScript to create and animate 3D scenes is a very complex and error-prone process. Three.js is a library that makes this a lot easier. The following list shows some of the things that Three.js makes easy:

  • Creating simple and complex 3D geometries
  • Animating and moving objects through a 3D scene
  • Applying textures and materials to your objects
  • Loading objects from 3D modeling software
  • Creating 2D sprite-based graphics


Content


  1. Creating Your First 3D Scene with Three.js
  2. Working with the Basic Components That Make Up a Three.js Scene
  3. Working with the Different Light Sources Available in Three.js
  4. Working with the Three.js Materials
  5. Learning to Work with Geometries
  6. Using Advanced Geometries and Binary Operations
  7. Particles and the Particle System
  8. Creating and Loading Advanced Meshes and Geometries
  9. Animations and Moving the Camera
  10. Loading and Working with Textures
  11. Custom Shaders and Render Post Processing
  12. Adding Physics to Your Scene with Physijs






Download PDF Graphics and GUIs with MATLAB Third Edition by Patric Marchan



Sinopsis


As the volume and complexity of data and results continues to grow with the increasing complexity of data sources and algorithms, the need for intuitive representations of that data and results becomes increasingly critical. The graphical representation of the results is often not only the most effective means of conveying the points of the study or work which has provided the data, but is in most cases an expectation of the audience of the work. Even as computing hardware continues to increase in capability, MATLAB® continues to be one of the best applications available for providing both the computational capabilities of generating data and displaying it in a variety of graphical representations. With the advent of version 6, MATLAB has taken on a new look, a new integrated development environment (IDE), new graphics development tools, and introduces some new functions. It is in that light that we offer the “upgraded” version of this book.
 
Welcome to the third edition of Graphics and GUIs with MATLAB! Those of you familiar with the first and second editions will find that this third edition carries on in the same tradition of conversational style that Patrick set forth in the first two editions, as well as illustrative examples, and some details that give you a peak under the hood of MATLAB. But just as MATLAB version 6 has introduced major changes in several areas, so has this third edition. In addition to the new MATLAB specific commands and techniques, this edition offers sections on Visualization Considerations and Elements of GUI Design, which are general treatments applicable to any development software. Those familiar with the earlier editions will also be happy to find that there are now problem sets at the end of some chapters that will (hopefully) motivate the new MATLAB programmer to exercise the techniques addressed earlier in the chapter and make this book more suitable to classroom settings. But just so that you don’t become too frustrated, solutions for the problems, as well as code listings for most of the examples, are available at
 
www.infinityassociates.com/graphics_and_guis
 
MATLAB is not just a computation and plotting package; it is a versatile and flexible tool which allows users with even the most elementary programming capabilities to produce sophisticated graphics and graphical user interfaces (GUIs). The level of sophistication is only limited by one’s needs, curiosity, and imagination. As in the previous editions, it is the goal of this book to provide you with information, examples, and techniques which should give you the background you need to become a MATLAB graphics and GUI expert. If you are already conversant with the MATLAB programming language, this book will provide you a ready reference with illustrative examples. If you are new to MATLAB, you will find this book an excellent tutorial leading you to MATLAB proficiency. As in the previous editions, this book will help take you from wherever you are in your MATLAB skills, to many steps closer to where you want to be.


Content

  1. INTRODUCTION
  2. VISUALIZATION CONSIDERATIONS
  3. PLOTTING IN TWO DIMENSIONS
  4. PLOTTING IN THREE DIMENSIONS
  5. IMAGE GRAPHICS
  6. GENERATING OUTPUT
  7. HANDLE GRAPHICS
  8. USING COLOR, LIGHT, AND TRANSPARENCY
  9. ANIMATION
  10. ELEMENTS OF GUI DESIGN

Download PDF Graphics with Mathematica Fractals, Julia Sets, Patterns and Natural Forms


Sinopsis

In this Chapter we introduce the reader to the basic commands, calculations and their syntax which will be needed in the later chapters. Some interesting patterns are also included. There are many conventions to be learned, such as using capital letters for built-in functions, the bracketing conventions etc. Practice examples are given for these. It is important for a Mathematica user to know how to use the Help section of Mathematica, as books on the use of Mathematica would have to be very large indeed to cover all the capabilities of Mathematica. So, in this chapter, detailed instructions are given on the use of the Help section of Mathematica. Also, we give exercises involving the use of Help, where the reader is required to look up a certain section of Help and then try an example. We also include some quotations from Help to stress important points.

Content

  1. Basics
  2. Using Color in Graphics
  3. Patterns Constructed from Straight Lines
  4. Orbits of Points Under a C-MC Mapping
  5. Using Roman Maeder's Packages Affine Maps, Iterated Function Systems and Chaos Game to Construct Affine Fractals
  6. Constructing Non-affine and 3D Fractals Using the Deterministic and Random Algorithms
  7. Julia and Mandelbrot Sets Constructed Using the Escape - Time Algorithm and Boundary Scanning Method
  8. Miscellaneous Design Ideas