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Review of Computer Graphics by Sinha and Udai
Computer Graphics is a book written by Amrendra Nath Sinha and Arun Dayal Udai, both professors of mechanical engineering at Birla Institute of Technology, Mesra. The book was published by Tata McGraw-Hill Education in 2008 and has 496 pages. It is a comprehensive text on computer graphics and is appropriate for an introductory course in the subject.
The book covers the basic concepts of computer graphics, such as output primitives, transformations, projections, clipping, hidden surface removal, illumination, shading, texture mapping, animation, and fractals. It also introduces the readers to some advanced topics, such as ray tracing, radiosity, global illumination, and computer-aided geometric design. The book provides numerous examples, exercises, and programming codes to help the students learn the theory and practice of computer graphics. The book also contains a bibliography and a glossary of terms.
The book is written for the student who wishes to learn not only the concepts of computer graphics but also its meaningful implementation. It assumes that the reader has some background in mathematics and programming. The book uses C language for the programming codes and OpenGL for the graphics library. The book is suitable for undergraduate and postgraduate students of engineering, computer science, and related disciplines.
Computer Graphics by Sinha and Udai is a well-written and comprehensive text on computer graphics that covers both the fundamentals and the applications of the subject. It is a valuable resource for anyone who wants to learn about computer graphics or enhance their skills in this field.
One of the strengths of the book is that it explains the concepts of computer graphics in a clear and logical manner. The authors use diagrams, tables, and figures to illustrate the topics and make them easy to understand. The book also provides a historical perspective on the development of computer graphics and its applications in various fields. The book shows how computer graphics can be used for creating realistic and artistic images, animations, and simulations.
Another strength of the book is that it provides a balanced coverage of both the hardware and software aspects of computer graphics. The book discusses the design and implementation of graphics systems, such as display devices, input devices, graphics processors, and graphics standards. The book also introduces the readers to the programming techniques and tools for creating graphics applications, such as graphics libraries, graphics editors, and graphics languages. The book gives practical examples and tips on how to use these tools effectively.
A possible limitation of the book is that it may not cover some of the latest trends and developments in computer graphics. The book was published in 2008 and may not reflect the current state of the art in computer graphics research and technology. For example, the book does not cover topics such as virtual reality, augmented reality, machine learning, and deep learning for computer graphics. The book may also not include some of the recent advances in graphics hardware, such as ray tracing GPUs, VR headsets, and haptic devices. aa16f39245