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Books > Academic & Education > Professional & Technical > Computing
The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Point-based graphics promises to change all that, and this book explains how. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it s on to the methods themselves. Even though
point-based graphics is in its infancy, practitioners have already
established many effective, economical techniques for achieving all
the major effects associated with traditional 3D Modeling and
rendering. You ll learn to apply these techniques, and you ll also
learn how to create your own. The final chapter demonstrates how to
do this using Pointshop3D, an open-source tool for developing new
point-based algorithms. A copy of this tool can be found on the
companion website.
In the early days of the Web a need was recognized for a language
to display 3D objects through a browser. An HTML-like language,
VRML, was proposed in 1994 and became the standard for describing
interactive 3D objects and worlds on the Web. 3D Web courses were
started, several best-selling books were published, and VRML
continues to be used today. However VRML, because it was based on
HTML, is a stodgy language that is not easy to incorporate with
other applications and has been difficult to add features to.
Meanwhile, applications for interactive 3D graphics have been
exploding in areas such as medicine, science, industry, and
entertainment. There is a strong need for a set of modern Web-based
technologies, applied within a standard extensible framework, to
enable a new generation of modeling & simulation applications
to emerge, develop, and interoperate. X3D is the next generation
open standard for 3D on the web. It is the result of several years
of development by the Web 3D Consortium's X3D Task Group. Instead
of a large monolithic specification (like VRML), which requires
full adoption for compliance, X3D is a component-based architecture
that can support applications ranging from a simple non-interactive
animation to the latest streaming or rendering applications. X3D
replaces VRML, but also provides compatibility with existing VRML
content and browsers. Don Brutzman organized the first symposium on
VRML and is playing a similar role with X3D; he is a founding
member of the consortium. Len Daly is a professional member of the
consortium and both Len and Don have been involved with the
development of the standard from the start.
Customizable processors have been described as the next natural
step in the evolution of the microprocessor business: a step in the
life of a new technology where top performance alone is no longer
sufficient to guarantee market success. Other factors become
fundamental, such as time to market, convenience, energy
efficiency, and ease of customization.
The design of today's semiconductor chips for various applications,
such as telecommunications, poses various challenges due to the
complexity of these systems. These highly complex systems-on-chips
demand new approaches to connect and manage the communication
between on-chip processing and storage components and networks on
chips (NoCs) provide a powerful solution.
This book is a comprehensive guide to new DFT methods that will
show the readers how to design a testable and quality product,
drive down test cost, improve product quality and yield, and speed
up time-to-market and time-to-volume.
Digital arithmetic plays an important role in the design of
general-purpose digital processors and of embedded systems for
signal processing, graphics, and communications. In spite of a
mature body of knowledge in digital arithmetic, each new generation
of processors or digital systems creates new arithmetic design
problems. Designers, researchers, and graduate students will find
solid solutions to these problems in this comprehensive,
state-of-the-art exposition of digital arithmetic.
Even as developments in photorealistic computer graphics continue
to affect our work and leisure activities, practitioners and
researchers are devoting more and more attention to
non-photorealistic (NPR) techniques for generating images that
appear to have been created by hand. These efforts benefit every
field in which illustrations thanks to their ability to clarify,
emphasize, and convey very precise meanings offer advantages over
photographs. These fields include medicine, architecture,
entertainment, education, geography, publishing, and visualization.
As the visual effects industry has diversified, so too have the
books written to serve the needs of this industry. Today there are
hundreds of highly specialized titles focusing on particular
aspects of film and broadcast animation, computer graphics, stage
photography, miniature photography, color theory, and many
others.
"Advanced RenderMan: Creating CGI for Motion Pictures" is
precisely what you and other RenderMan users are dying for. Written
by the world's foremost RenderMan experts, it offers thoroughly
updated coverage of the standard while moving beyond the scope of
the original "RenderMan Companion" to provide in-depth information
on dozens of advanced topics. Both a reference and a tutorial, this
book will quickly prove indispensable, whether you're a technical
director, graphics programmer, modeler, animator, or
hobbyist.
The proceedings from Parallel CFD 2006 covers all aspects of
parallel computings and its applications. Although CFD is one of
basic tools for design procedures to produce machineries, such as
automobiles, ships, aircrafts, etc., large scale parallel computing
has been realized very recently, especially for the manufactures.
Various applications in many areas could be experienced including
acoustics, weather prediction and ocean modeling, flow control,
turbine flow, fluid-structure interaction, optimization, heat
transfer, hydrodynamics.
The most exciting development in parallel computer architecture
is the convergence of traditionally disparate approaches on a
common machine structure. This book explains the forces behind this
convergence of shared-memory, message-passing, data parallel, and
data-driven computing architectures. It then examines the design
issues that are critical to all parallel architecture across the
full range of modern design, covering data access, communication
performance, coordination of cooperative work, and correct
implementation of useful semantics. It not only describes the
hardware and software techniques for addressing each of these
issues but also explores how these techniques interact in the same
system. Examining architecture from an application-driven
perspective, it provides comprehensive discussions of parallel
programming for high performance and of workload-driven evaluation,
based on understanding hardware-software interactions.
For almost three decades eminent computer graphicist Jim Blinn has
coupled his scientific knowledge and artistic abilities to foster
the growth of the computer graphics field. His many contributions
include the Voyager Fly-by animations of space missions to Jupiter,
Saturn, and Uranus; "The Mechanical Universe," a 52-part telecourse
of animated physics; and the computer animation of Carl Sagan's PBS
series "Cosmos." In addition, Blinn, the recipient of the first
SIGGRAPH Computer Graphics Achievement Award, has developed many
widely used graphics techniques, including bump mapping,
environment mapping, and blobby modeling.
"Elsevier's Dictionary of Computer Graphics" contains 10,540 terms
with more than 2,600 cross-references that are commonly used in the
theory and practice of computer graphics. Included are terms from
all areas related to a) the theory of computer graphics -
descriptive geometry, projective geometry, topology, fractal
geometry, color science; and b) the practice of computer graphics -
computer-aided design (CAD) systems, technical drawing, computer
art, computer animation, business graphics, scientific
visualization, virtual reality, graphical programming, image
processing, graphical computer devices.
The proceedings from Parallel CFD 2005 covering all aspects of the
theory and applications of parallel computational fluid dynamics
from the traditional to the more contemporary issues.
Introduced 160 years ago as an attempt to generalize complex
numbers to higher dimensions, quaternions are now recognized as one
of the most important concepts in modern computer graphics. They
offer a powerful way to represent rotations and compared to
rotation matrices they use less memory, compose faster, and are
naturally suited for efficient interpolation of rotations. Despite
this, many practitioners have avoided quaternions because of the
mathematics used to understand them, hoping that some day a more
intuitive description will be available.
"Heterogeneous Computing with OpenCL "teaches OpenCL and parallel programming for complex systems that may include a variety of device architectures: multi-core CPUs, GPUs, and fully-integrated Accelerated Processing Units (APUs) such as AMD Fusion technology. Designed to work on multiple platforms and with wide industry support, OpenCL will help you more effectively program for a heterogeneous future. Written by leaders in the parallel computing and OpenCL
communities, this book will give you hands-on OpenCL experience to
address a range of fundamental parallel algorithms. The authors
explore memory spaces, optimization techniques, graphics
interoperability, extensions, and debugging and profiling. Intended
to support a parallel programming course, "Heterogeneous Computing
with OpenCL" includes detailed examples throughout, plus additional
online exercises and other supporting materials.
The power of today s motion capture technology has taken animated characters and special effects to amazing new levels of reality. And with the release of blockbusters like Avatar and Tin-Tin, audiences continually expect more from each new release. To live up to these expectations, film and game makers, particularly technical animators and directors, need to be at the forefront of motion capture technology. In this extensively updated edition of "Understanding Motion Capture for Computer Animation and Video Games," an industry insider explains the latest research developments in digital design and film, games, medicine, sports, and security engineering. This completely updated new edition tells the complete story of
motion capture, including the current state-of-the-art technology,
methodology, and the explosive growth of the motion capture
industry. In-depth technical explanations pair text and code, to
help you understand not only the fundamental tenets of motion
capture, but also the reasons behind its successes and failures.
This timely new edition is an essential resource for anyone
producing realistic motion graphics.
This book will introduce professional engineers and students alike to system development using Platform FPGAs. The focus is on embedded systems but it also serves as a general guide to building custom computing systems. The text describes the fundamental technology in terms of hardware, software, and a set of principles to guide the development of Platform FPGA systems. The goal is to show how to systematically and creatively apply these principles to the construction of application-specific embedded system architectures. There is a strong focus on using free and open source software to increase productivity. The organization of each chapter in the book includes two parts.
The white pages describe concepts, principles, and general
knowledge. The gray pages include a technical rendition of the main
issues of the chapter and show the concepts applied in practice.
This includes step-by-step details for a specific development board
and tool chain so that the reader can carry out the same steps on
their own. Rather than try to demonstrate the concepts on a broad
set of tools and boards, the text uses a single set of tools
(Xilinx Platform Studio, Linux, and GNU) throughout and uses a
single developer board (Xilinx ML-510) for the examples.
VHDL-2008: Just the New Stuff, as its title says, introduces the
new features added to the latest revision of the IEEE standard for
the VHDL hardware description language. Written by the Chair and
Technical Editor of the IEEE working group, the book is an
authoritative guide to how the new features work and how to use
them to improve design productivity. It will be invaluable for
early adopters of the new language version, for tool implementers,
and for those just curious about where VHDL is headed.
"Distributed and Cloud Computing," named a 2012 Outstanding Academic Title by the American Library Association's "Choice" publication, explains how to create high-performance, scalable, reliable systems, exposing the design principles, architecture, and innovative applications of parallel, distributed, and cloud computing systems. Starting with an overview of modern distributed models, the book provides comprehensive coverage of distributed and cloud computing, including: Facilitating management, debugging, migration, and disaster recovery through virtualization Clustered systems for research or ecommerce applications Designing systems as web services Social networking systems using peer-to-peer computing Principles of cloud computing using examples from open-source and commercial applications Using examples from open-source and commercial vendors, the text
describes cloud-based systems for research, e-commerce, social
networking and more.
Network systems require technical skills in computer
architecture, design methodologies, algorithm design, and
networking. "Architecture of Network Systems" explains the practice
and methodologies that will allow you to solve a broad range of
problems in system design, including problems related to security,
quality of service, performance, manageability, and more. Leading
researchers Dimitrios Serpanos and Tilman Wolf develop
architectures for all network sub-systems, bridging the gap between
operation and VLSI. Discussing the major challenges in the design
of networks and the architectures that have been developed,
Serpanos and Wolf provide a systematic treatment of network
architectures, from the basics to advanced topics.
This landmark book is the first to describe 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 you to produce images that have a
dynamic range much closer to that found in the real world, leading
to an unparalleled visual experience. As both an introduction to
the field and an authoritative technical reference, it is essential
to anyone working with images, whether in computer graphics, film,
video, photography, or lighting design.
This book provides broad and comprehensive coverage of the entire
EDA flow. EDA/VLSI practitioners and researchers in need of fluency
in an "adjacent" field will find this an invaluable reference to
the basic EDA concepts, principles, data structures, algorithms,
and architectures for the design, verification, and test of VLSI
circuits. Anyone who needs to learn the concepts, principles, data
structures, algorithms, and architectures of the EDA flow will
benefit from this book.
Until recently, all of the interactions between objects in
virtual 3D worlds have been based on calculations performed using
linear algebra. Linear algebra relies heavily on coordinates,
however, which can make many geometric programming tasks very
specific and complex-often a lot of effort is required to bring
about even modest performance enhancements. Although linear algebra
is an efficient way to specify low-level computations, it is not a
suitable high-level language for geometric programming. "Geometric
Algebra for Computer Science" presents a compelling alternative to
the limitations of linear algebra. Geometric algebra, or GA, is a
compact, time-effective, and performance-enhancing way to represent
the geometry of 3D objects in computer programs. In this book you
will find an introduction to GA that will give you a strong grasp
of its relationship to linear algebra and its significance for your
work. You will learn how to use GA to represent objects and perform
geometric operations on them. And you will begin mastering proven
techniques for making GA an integral part of your applications in a
way that simplifies your code without slowing it down.
This book offers a friendly presentation of the fundamental
principles and practices of modern digital design. Unlike any other
book in this field, transistor-level implementations are also
included, which allow the readers to gain a solid understanding of
a circuit's real potential and limitations, and to develop a
realistic perspective on the practical design of actual integrated
circuits. Coverage includes the largest selection available of
digital circuits in all categories (combinational, sequential,
logical, or arithmetic). Coverage also includes detailed digital
design techniques, with a thorough discussion on state-machine
modeling for the analysis and design of complex sequential systems.
Key technologies used in modern circuits are also described,
including Bipolar, MOS, ROM/RAM, and CPLD/FPGA chips, as well as
codes and techniques used in data storage and transmission. Designs
are illustrated by means of complete, realistic applications using
VHDL, where the complete code, comments and simulation results are
included. |
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