Graphics Gems IV

Author: Paul S. Heckbert

Publisher: Morgan Kaufmann

ISBN: 9780123361554

Category: Computers

Page: 575

View: 5237

Addressing the needs of sophisticated graphics users, this reference provides practical solutions for graphics problems, including coverage of such areas as rendering, color, ray tracing, and more, with all solutions written in C or C++++. (Advanced).

Graphics Gems

Author: Andrew S. Glassner

Publisher: Princeton University Press

ISBN: 9780122861666

Category: Computers

Page: 833

View: 4730

"The GRAPHICS GEMS Series" was started in 1990 by Andrew Glassner. The vision and purpose of the Series was - and still is - to provide tips, techniques, and algorithms for graphics programmers. All of the gems are written by programmers who work in the field and are motivated by a common desire to share interesting ideas and tools with their colleagues. Each volume provides a new set of innovative solutions to a variety of programming problems.

Graphics Gems

Author: Paul S. Heckbert

Publisher: Elsevier

ISBN: 1483218090

Category: Computers

Page: 600

View: 5621

Graphics Gems IV contains practical techniques for 2D and 3D modeling, animation, rendering, and image processing. The book presents articles on polygons and polyhedral; a mix of formulas, optimized algorithms, and tutorial information on the geometry of 2D, 3D, and n-D space; transformations; and parametric curves and surfaces. The text also includes articles on ray tracing; shading 3D models; and frame buffer techniques. Articles on image processing; algorithms for graphical layout; basic interpolation methods; and subroutine libraries for vector and matrix algebra are also demonstrated. Computer engineers and designers will find the book invaluable.

Graphics Gems III (IBM Version)

Ibm Version

Author: David Kirk

Publisher: Elsevier

ISBN: 0080507557

Category: Computers

Page: 631

View: 8295

This sequel to Graphics Gems (Academic Press, 1990), and Graphics Gems II (Academic Press, 1991) is a practical collection of computer graphics programming tools and techniques. Graphics Gems III contains a larger percentage of gems related to modeling and rendering, particularly lighting and shading. This new edition also covers image processing, numerical and programming techniques, modeling and transformations, 2D and 3D geometry and algorithms,ray tracing and radiosity, rendering, and more clever new tools and tricks for graphics programming. Volume III also includes a disk containing source codes for either the IBM or Mac versions featuring all code from Volumes I, II, and III. Author David Kirk lends his expertise to the Graphics Gems series in Volume III with his far-reaching knowledge of modeling and rendering, specifically focusing on the areas of lighting and shading. Volume III includes a disk containing source codes for both the IBM and Mac versions featuring all code from volumes I, II, and III. Graphics Gems I, II, and III are sourcebooks of ideas for graphics programmers. They also serve as toolboxes full of useful tricks and techniques for novice programmers and graphics experts alike. Each volume reflects the personality and particular interests of its respective editor. Includes a disk containing source codes for both the IBM and Mac versions featuring code from volumes I, II, and III Features all new graphics gems Explains techniques for making computer graphics implementations more efficient Emphasizes physically based modeling, rendering, radiosity, and ray tracing Presents techniques for making computer graphics implementations more efficient

GPU Pro 2

Author: Wolfgang Engel

Publisher: CRC Press

ISBN: 1439865604

Category: Computers

Page: 470

View: 9475

This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools. Source code and other materials are available for download on the book's CRC Press web page.

Visual Media Processing Using Matlab Beginner's Guide

Author: George Siogkas

Publisher: Packt Publishing Ltd

ISBN: 1849697213

Category: Computers

Page: 326

View: 9088

Written in a friendly, Beginner's Guide format, showing the user how to use the digital media aspects of Matlab (image, video, sound) in a practical, tutorial-based style.This is great for novice programmers in any language who would like to use Matlab as a tool for their image and video processing needs, and also comes in handy for photographers or video editors with even less programming experience wanting to find an all-in-one tool for their tasks.

Graphics Gems V (Macintosh Version)

Author: Alan W. Paeth

Publisher: Academic Press

ISBN: 1483296695

Category: Computers

Page: 438

View: 4487

Graphics Gems V is the newest volume in The Graphics Gems Series. It is intended to provide the graphics community with a set of practical tools for implementing new ideas and techniques, and to offer working solutions to real programming problems. These tools are written by a wide variety of graphics programmers from industry, academia, and research. The books in the series have become essential, time-saving tools for many programmers. Latest collection of graphics tips in The Graphics Gems Series written by the leading programmers in the field. Contains over 50 new gems displaying some of the most recent and innovative techniques in graphics programming. Includes gems covering ellipses, splines, Bezier curves, and ray tracing. Disk included containing source code from the gems available in both IBM and Macintosh versions.

Principles of Digital Image Synthesis

Author: Andrew S. Glassner

Publisher: Elsevier

ISBN: 0080514758

Category: Computers

Page: 1600

View: 5220

Image synthesis, or rendering, is a field of transformation: it changes geometry and physics into meaningful images. Because the most popular algorithms frequently change, it is increasingly important for researchers and implementors to have a basic understanding of the principles of image synthesis. Focusing on theory, Andrew Glassner provides a comprehensive explanation of the three core fields of study that come together to form digital image synthesis: the human visual system, digital signal processing, and the interaction of matter and light. Assuming no more than a basic background in calculus, Glassner transforms his passion and expertise into a thorough presentation of each of these disciplines, and their elegant orchestration into modern rendering techniques such as radiosity and ray tracing.

GPU Gems 2

Programming Techniques For High-Performance Graphics And General-Purpose Computation

Author: Matt Pharr,Randima Fernando

Publisher: Addison-Wesley Professional

ISBN: 9780321335593

Category: Computers

Page: 814

View: 7031

More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.

Introduction to Computer Graphics

A Practical Learning Approach

Author: Fabio Ganovelli,Massimiliano Corsini,Sumanta Pattanaik,Marco Di Benedetto

Publisher: CRC Press

ISBN: 1498759637

Category: Computers

Page: 422

View: 1869

Teach Your Students How to Create a Graphics Application Introduction to Computer Graphics: A Practical Learning Approach guides students in developing their own interactive graphics application. The authors show step by step how to implement computer graphics concepts and theory using the EnvyMyCar (NVMC) framework as a consistent example throughout the text. They use the WebGL graphics API to develop NVMC, a simple, interactive car racing game. Each chapter focuses on a particular computer graphics aspect, such as 3D modeling and lighting. The authors help students understand how to handle 3D geometric transformations, texturing, complex lighting effects, and more. This practical approach leads students to draw the elements and effects needed to ultimately create a visually pleasing car racing game. The code is available at www.envymycarbook.com

Game Programming Gems 8

Author: Adam Lake

Publisher: Cengage Learning

ISBN: 1435457714

Category: Computers

Page: 648

View: 6863

Welcome to the eighth volume of the must-have reference series for game developers, "Game Programming Gems," the series that helped define the standards for game programming and continues to be an essential source for new, innovative techniques. "Game Pro

Advanced Animation and Rendering Techniques

Theory and Practice

Author: Alan H. Watt

Publisher: Addison-Wesley

ISBN: N.A

Category: Computers

Page: 455

View: 9125

An exposition of state-of-the-art techniques in rendering and animation. This book provides a unique synthesis of techniques and theory. Each technique is illustrated with a series of full-color frames showing the development of the example.

An Introduction to Ray Tracing

Author: Andrew S. Glassner

Publisher: Elsevier

ISBN: 0080499058

Category: Computers

Page: 368

View: 4846

The creation of ever more realistic 3-D images is central to the development of computer graphics. The ray tracing technique has become one of the most popular and powerful means by which photo-realistic images can now be created. The simplicity, elegance and ease of implementation makes ray tracing an essential part of understanding and exploiting state-of-the-art computer graphics. An Introduction to Ray Tracing develops from fundamental principles to advanced applications, providing "how-to" procedures as well as a detailed understanding of the scientific foundations of ray tracing. It is also richly illustrated with four-color and black-and-white plates. This is a book which will be welcomed by all concerned with modern computer graphics, image processing, and computer-aided design. Provides practical "how-to" information Contains high quality color plates of images created using ray tracing techniques Progresses from a basic understanding to the advanced science and application of ray tracing

Chuck Klosterman IV

A Decade of Curious People and Dangerous Ideas

Author: Chuck Klosterman

Publisher: Simon and Schuster

ISBN: 0743284887

Category: Biography & Autobiography

Page: 374

View: 1152

A collection by the pop culture commentator includes some of his most noteworthy profiles and trend stories, a selection of favorite opinion pieces, and a semi-autobiographical short story, in a volume complemented by twenty "hypothetical questions."

Computer Graphics

Principles and Practice

Author: James D. Foley

Publisher: Addison-Wesley Professional

ISBN: 9780201848403

Category: Computers

Page: 1175

View: 5623

A guide to the concepts and applications of computer graphics covers such topics as interaction techniques, dialogue design, and user interface software.

Real-Time Rendering

Author: Tomas Akenine-Möller,Eric Haines,Naty Hoffman

Publisher: A K PETERS

ISBN: 9781138627000

Category: Computer graphics

Page: 1180

View: 9072

Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

A Programmer's Geometry

Author: Adrian Bowyer,John Woodwark

Publisher: Butterworth-Heinemann

ISBN: 1483106063

Category: Computers

Page: 40

View: 4755

A Programmer's Geometry provides a guide in programming geometric shapes. The book presents formulas and examples of computer representation and coding of geometry. Each of the nine chapters of the text deals with the representation and solution of a specific geometrical problem, such as areas, vectors, and volumes. The last chapter provides a brief discussion on generating image through a computer. The codes presented in the book are written in FORTRAN 77. The text will be of great use to programmers who are working on projects that involve geometric calculations.

Game Engine Gems 2

Author: Eric Lengyel

Publisher: CRC Press

ISBN: 1439869774

Category: Computers

Page: 532

View: 1625

This book, the second volume in the popular Game Engine Gems series, contains short articles that focus on a particular technique, describe a clever trick, or offer practical advice within the subject of game engine development. The 31 chapters cover three broad categories—graphics and rendering, game engine design, and systems programming. Professional game developers, students of game development and computer science, and anyone interested in learning how the pros tackle specific problems that arise during game engine development will find useful gems in this collection. Supplementary materials, including demos, source code, examples, specifications, and more can be found at www.gameenginegems.net.

High Dynamic Range Imaging

Acquisition, Display, and Image-Based Lighting

Author: Erik Reinhard,Wolfgang Heidrich,Paul Debevec,Sumanta Pattanaik,Greg Ward,Karol Myszkowski

Publisher: Morgan Kaufmann

ISBN: 9780080957111

Category: Computers

Page: 672

View: 2286

High Dynamic Range Imaging, Second Edition, is an essential resource for anyone working with images, whether it is for computer graphics, film, video, photography, or lighting design. It describes HDRI technology in its entirety and covers a wide-range of topics, from capture devices to tone reproduction and image-based lighting. The techniques described enable students to produce images that have a dynamic range much closer to that found in the real world, leading to an unparalleled visual experience. This revised edition includes new chapters on High Dynamic Range Video Encoding, High Dynamic Range Image Encoding, and High Dynamic Range Display Devices. All existing chapters have been updated to reflect the current state-of-the-art technology. As both an introduction to the field and an authoritative technical reference, this book is essential for anyone working with images, whether in computer graphics, film, video, photography, or lighting design. New material includes chapters on High Dynamic Range Video Encoding, High Dynamic Range Image Encoding, and High Dynammic Range Display Devices Written by the inventors and initial implementors of High Dynamic Range Imaging Covers the basic concepts (including just enough about human vision to explain why HDR images are necessary), image capture, image encoding, file formats, display techniques, tone mapping for lower dynamic range display, and the use of HDR images and calculations in 3D rendering Range and depth of coverage is good for the knowledgeable researcher as well as those who are just starting to learn about High Dynamic Range imaging The prior edition of this book included a DVD-ROM. Files from the DVD-ROM can be accessed at: http://www.erikreinhard.com/hdr_2nd/index.html

3D Math Primer for Graphics and Game Development, 2nd Edition

Author: Fletcher Dunn,Ian Parberry

Publisher: CRC Press

ISBN: 1568817231

Category: Computers

Page: 846

View: 9498

This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for game designers, including the fundamentals of coordinate spaces, vectors, and matrices. It also covers orientation in three dimensions, calculus and dynamics, graphics, and parametric curves.