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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, the 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 of the Fifth Edition Include: Major updates
and improvements to numerous chapters, including shading, ray
tracing, physics-based rendering, math and sampling Updated
coverage of existing topics Several chapters have been absorbed and
reworked 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 animation,
visual effects, games, visualization, advertising, and other
applications
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.
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.
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.
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.
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Who Am I? (Paperback)
Kenny Peters; Shirley Ann Brinegar
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R222
Discovery Miles 2 220
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Ships in 10 - 15 working days
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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.
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Nadine Gordimer
Paperback
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R383
R318
Discovery Miles 3 180
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