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Books > Academic & Education > Professional & Technical > Computing
As the field of computer graphics develops, techniques for
modeling complex curves and surfaces are increasingly important. A
major technique is the use of parametric splines in which a curve
is defined by piecing together a succession of curve segments, and
surfaces are defined by stitching together a mosaic of surface
patches. "An Introduction to Splines for Use in Computer Graphics and Geometric Modeling" discusses the use of splines from the point of view of the computer scientist. Assuming only a background in beginning calculus, the authors present the material using many examples and illustrations with the goal of building the reader's intuition. Based on courses given at the University of California, Berkeley, and the University of Waterloo, as well as numerous ACM Siggraph tutorials, the book includes the most recent advances in computer-aided geometric modeling and design to make spline modeling techniques generally accessible to the computer graphics and geometric modeling communities.
"Physically-Based Modeling for Computer Graphics: A Structured
Approach" addresses the challenge of designing and managing the
complexity of physically-based models. This book will be of
interest to researchers, computer graphics practitioners,
mathematicians, engineers, animators, software developers and those
interested in computer implementation and simulation of
mathematical models.
This is a practical perspective on simulation aimed at working scientists and engineers. Amply illustrated, the book provides many examples with computer coding. New topics, such as animation, concept modeling, and logic transfer are covered in detail.
An authoritative book for hardware and software designers. Caches are by far the simplest and most effective mechanism for improving computer performance. This innovative book exposes the characteristics of performance-optimal single and multi-level cache hierarchies by approaching the cache design process through the novel perspective of minimizing execution times. It presents useful data on the relative performance of a wide spectrum of machines and offers empirical and analytical evaluations of the underlying phenomena. This book will help computer professionals appreciate the impact of caches and enable designers to maximize performance given particular implementation constraints.
This practical handbook provides a broad overview of the major
elements of pattern recognition and image processing (PRIP).
Currently the only handbook in the field, it is designed as a
source of "quick answers" for those interested in the theoretical
development and practical applications of PRIP techniques.
*The classic reference, with over 25,000 copies in print, has been massively expanded and thoroughly updated to include state-of-the-art methods and 400+ all-new full color images At ILM, compositing is one of the most important tools we use. If you want to learn more, this excellent 2nd-edition is detailed with hundreds of secrets that will help make your comps seamless. For beginners or experts, Ron walks you through the processes of analysis and workflows - linear thinking which will help you become deft and successfully tackle any shot. - Dennis Muren ASC, Senior Visual Effects Supervisor, Industrial Light & Magic Ron Brinkman's book is the definitive work on digital compositing and we have depended on this book as a critical part of our in-house training program at Imageworks since the 1999 Edition. We use this book as a daily textbook and reference for our lighters, compositors and anyone working with digital imagery. It is wonderful to see a new edition being released and it will certainly be required reading for all our digital artists here at Imageworks. - Sande Scoredos, Executive Director of Training & Artist Development, Sony Pictures Imageworks The Art and Science of Digital Compositing is the only complete overview of the technical and artistic nature of digital compositing. It covers a wide range of topics from basic image creation, representation and manipulation, to a look at the visual cues that are necessary to create a believable composite. Designed as an introduction to the field, as well as an authoritative technical reference, this book provides essential information for novices and professionals alike. *17 new case-studies provide in-depth looks at the compositing work done on films such as Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Golden Compass, The Incredibles, King Kong, The Lord of the Rings: The Return of the King, Sin City, Spider-Man 2, Wallace and Gromit: The Curse of the Were-Rabbit, and Star Wars: Episode 3 - Revenge of the Sith. *Includes new sections on 3D compositing, High Dynamic Range (HDR) imaging, Rotoscoping, and much more All disc-based content for this title is now available on the
Web. *17 new case-studies provide in-depth looks at the compositing work done on films such as Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Golden Compass, The Incredibles, King Kong, The Lord of the Rings: The Return of the King, Sin City, Spider-Man 2, Wallace and Gromit: The Curse of the Were-Rabbit, and Star Wars: Episode 3 - Revenge of the Sith. *Includes new sections on 3D compositing, High Dynamic Range (HDR) imaging, Rotoscoping, and much more
Virtual Machine technology applies the concept of virtualization to
an entire machine, circumventing real machine compatibility
constraints and hardware resource constraints to enable a higher
degree of software portability and flexibility. Virtual machines
are rapidly becoming an essential element in computer system
design. They provide system security, flexibility, cross-platform
compatibility, reliability, and resource efficiency. Designed to
solve problems in combining and using major computer system
components, virtual machine technologies play a key role in many
disciplines, including operating systems, programming languages,
and computer architecture. For example, at the process level,
virtualizing technologies support dynamic program translation and
platform-independent network computing. At the system level, they
support multiple operating system environments on the same hardware
platform and in servers.
Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teachyou the fundamentals of animation programming. In this third edition, the most current techniques are covered
along with the theory and high-level computation that have earned
the book a reputation as the best technically-oriented animation
resource. Key topics such as fluids, hair, and crowd animation have
been expanded, and extensive new coverage of clothes and cloth has
been added. New material on simulation provides a more diverse look
at this important area and more example animations and chapter
projects and exercises are included. Additionally, spline coverage
has been expanded and new video compression and formats (e.g.,
iTunes) are covered. * Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code * Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique * Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation *Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more"
The field of multidimensional data structures is large and growing very quickly. Here, for the first time, is a thorough treatment of multidimensional point data, object and image-based representations, intervals and small rectangles, and high-dimensional datasets. The book includes a thorough introduction; a comprehensive survey to spatial and multidimensional data structures and algorithms; and implementation details for the most useful data structures. Along with the hundreds of worked exercises and hundreds of illustrations, the result is an excellent and valuable reference tool for professionals in many areas, including computer graphics, databases, geographic information systems (GIS), game programming, image processing, pattern recognition, solid modeling, similarity retrieval, and VLSI design. Award Winner in 2006 Best Book competition in Professional and Scholarly Publishing from the Association of American Publishers. Morgan Kaufmann would like to congratulate Hanan Samet on receiving the UCGIS 2009 Research Award Read the announcement here: http:
//www.ucgis.org/summer2009/researchaward.htm
"The Student's Guide to VHDL" is a condensed edition of "The
Designer's Guide to VHDL, " the most widely used textbook on VHDL
for digital system modeling. "The Student's Guide" is targeted as a
supplemental reference book for computer organization and digital
design courses.
"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.
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