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In Green Dimensions, Cliff Moughtin relates sustainable development
and green design to the realm of urban design and development.
Examining regional and local frameworks for design and planning,
this book shows how sustainable urban design can be implemented on
every scale. Working from a strong theoretical base, the author
uses case studies and discusses policy developments, in order to
challenge the conventional wisdom on sustainable design. The book
provides a rounded discussion of the application and suitability of
current practice, and predicts future design needs. Updating the
reader on topics such as energy efficiency, sustainable city forms
and the culture of new urbanism, this completely revised and
restructured second edition also includes brand new chapters on the
Urban Park and Bio-diversity.
In Green Dimensions, Cliff Moughtin relates sustainable development
and green design to the realm of urban design and development.
Examining regional and local frameworks for design and planning,
this book shows how sustainable urban design can be implemented on
every scale. Working from a strong theoretical base, the author
uses case studies and discusses policy developments, in order to
challenge the conventional wisdom on sustainable design. The book
provides a rounded discussion of the application and suitability of
current practice, and predicts future design needs. Updating the
reader on topics such as energy efficiency, sustainable city forms
and the culture of new urbanism, this completely revised and
restructured second edition also includes brand new chapters on the
Urban Park and Bio-diversity.
High Dynamic Range Video: Concepts, Technologies and Applications
gives an introduction to a full range of topics within the
end-to-end HDR video pipeline, covering the issues around capturing
HDR and stereo HDR video, such as ghosting and use of legacy LDR
systems, how HDR video can be manipulated, including real-time
mixing, the very latest designs for HDR displays, HDR video on
mobile devices, and the applications of HDR video. With this book,
the reader will gain an overview of the current state-of-the art of
HDR video, learn the potential of HDR video to provide a step
change to a wide range of imaging applications, and attain the
knowledge needed to introduce HDR video in their own applications.
This Open Access book is a must-have for anyone interested in
real-time rendering. Ray tracing is the holy grail of gaming
graphics, simulating the physical behavior of light to bring
real-time, cinematic-quality rendering to even the most visually
intense games. Ray tracing is also a fundamental algorithm used for
architecture applications, visualization, sound simulation, deep
learning, and more. Ray Tracing Gems II is written by industry
experts with a particular focus on ray tracing, and it offers a
practical means to master the new capabilities of current and
future GPUs with the latest graphics APIs. What You'll Learn: The
latest ray tracing techniques for developing real-time applications
in multiple domains Case studies from developers and studios who
have shipped products that use real-time ray tracing. Guidance,
advice and best practices for rendering applications with various
GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing)
High performance graphics for 3D graphics, virtual reality,
animation, and more Who This Book Is For:Game and graphics
developers who are looking to leverage the latest hardware and
software tools for real-time rendering and ray tracing to enhance
their applications across a variety of disciplines.
This undergraduate-level computer graphics text provides the reader
with conceptual and practical insights into how to approach
building a majority of the interactive graphics applications they
encounter daily. As each topic is introduced, students are guided
in developing a software library that will support fast prototyping
of moderately complex applications using a variety of APIs,
including OpenGL and DirectX.
This book contains the final versions of the proceedings of the
fifth EUROGRA PHICS Workshop on Rendering held in Darmstadt,
Germany, between 13-15 June 1994. With around 80 participants and
30 papers, the event continued the successful tradition of the
previous ones establishing the event as the most im portant meeting
for persons working on this area world-wide. After more than 20
years of research, rendering remains an partially unsolved,
interesting, and challenging topic. This year 71 (!) papers have
been submitted from Europe, North America, and Asia. The average
quality in terms of technical merit was impressive, showing that
substantial work is achieved on this topic from several groups
around the world. In general we all gained the impression that in
the mean time the technical quality of the contributions is
comparable to that of a specialised high-end, full scale
conference. All papers have been reviewed from at least three
members of the program committee. In addition, several colleagues
helped us in managing the reviewing process in time either by
supporting additional reviews, or by assisting the members of the
committee. We have been very happy to welcome eminent invited
speakers. Holly Rush meier is internationally well known for her
excellent work in all areas of rendering and gave us a review of
modelling and rendering participating media with em phasis on
scientific visualization. In addition, Peter Shirley presented a
survey about future rends in rendering techniques.
Concentrating on the "nuts and bolts" of writing ray tracing
programs, this new and revised edition emphasizes practical and
implementation issues and takes the reader through all the details
needed to write a modern rendering system. Most importantly, the
book adds many C++ code segments, and adds new details to provide
the reader with a better intuitive understanding of ray tracing
algorithms.
Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.
Focusing on geometric intuition, this book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.
HIGHLIGHTS
Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math, and sampling
Updated coverage of existing topics
The absorption and reworking of several chapters to create a more natural flow to the book
The fifth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs.
Table of Contents
1 Introduction
2 Miscellaneous Math
3 Raster Images
4 Ray Tracing
5 Surface Shading
6 Linear Algebra
7 Transformation Matrices
8 Viewing
9 The Graphics Pipeline
10 Signal Processing
11 Texture Mapping
12 Data Structures for Graphics
13 Sampling
14 Physics-Based Rendering
15 Curves
Michael Gleicher
16 Computer Animation
Michael Ashikhmin
17 Using Graphics Hardware
Peter Willemsen
18 Color
Erik Reinhard and Garrett Johnson
19 Visual Perception
William B. Thompson
20 Tone Reproduction
Erik Reinhard
21 Implicit Modeling
Brian Wyvill
22 Computer Graphics in Games
Naty Hoffman
23 Visualization
Tamara Munzner/
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Who Am I? (Paperback)
Kenny Peters; Shirley Ann Brinegar
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R229
Discovery Miles 2 290
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Ships in 18 - 22 working days
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