Author: Thomas Allen Funkhouser
Publisher:
ISBN:
Category : Architecture
Languages : en
Pages : 342
Book Description
This thesis describes a system for interactive walkthroughs of large, fully furnished architectural models.
Database and Display Algorithms for Interactive Visualization of Architectural Models
Author: Thomas Allen Funkhouser
Publisher:
ISBN:
Category : Architecture
Languages : en
Pages : 342
Book Description
This thesis describes a system for interactive walkthroughs of large, fully furnished architectural models.
Publisher:
ISBN:
Category : Architecture
Languages : en
Pages : 342
Book Description
This thesis describes a system for interactive walkthroughs of large, fully furnished architectural models.
Real-Time Rendering, Fourth Edition
Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1351816152
Category : Computers
Languages : en
Pages : 1199
Book Description
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.
Publisher: CRC Press
ISBN: 1351816152
Category : Computers
Languages : en
Pages : 1199
Book Description
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.
Computer Graphics And Applications - Proceedings Of The Third Pacific Conference On Computer Graphics And Applications, Pacific Graphics'95
Author: S Y Shin
Publisher: World Scientific
ISBN: 9814548987
Category :
Languages : en
Pages : 546
Book Description
Pacific Graphics is an international conference on computer graphics and applications. The conference will provide a forum for researchers, developers, and practitioners to exchange ideas and discuss future directions of computer graphics. The past two conferences were held in Korea (1993) and China (1994), and future conferences are planned in Taiwan (1996), Korea (1997), and Singapore (1998).
Publisher: World Scientific
ISBN: 9814548987
Category :
Languages : en
Pages : 546
Book Description
Pacific Graphics is an international conference on computer graphics and applications. The conference will provide a forum for researchers, developers, and practitioners to exchange ideas and discuss future directions of computer graphics. The past two conferences were held in Korea (1993) and China (1994), and future conferences are planned in Taiwan (1996), Korea (1997), and Singapore (1998).
Level of Detail for 3D Graphics
Author: David Luebke
Publisher: Elsevier
ISBN: 0080510116
Category : Computers
Languages : en
Pages : 431
Book Description
Level of detail (LOD) techniques are increasingly used by professional real-time developers to strike the balance between breathtaking virtual worlds and smooth, flowing animation. Level of Detail for 3D Graphics brings together, for the first time, the mechanisms, principles, practices, and theory needed by every graphics developer seeking to apply LOD methods. Continuing advances in level of detail management have brought this powerful technology to the forefront of 3D graphics optimization research. This book, written by the very researchers and developers who have built LOD technology, is both a state-of-the-art chronicle of LOD advances and a practical sourcebook, which will enable graphics developers from all disciplines to apply these formidable techniques to their own work.* Is a complete, practical resource for programmers wishing to incorporate LOD technology into their own systems.* Is an important reference for professionals in game development, computer animation, information visualization, real-time graphics and simulation, data capture and preview, CAD display, and virtual worlds.* Is accessible to anyone familiar with the essentials of computer science and interactive computer graphics.* Covers the full range of LOD methods from mesh simplification to error metrics, as well as advanced issues of human perception, temporal detail, and visual fidelity measurement.* Includes an accompanying Web site rich in supplementary material including source code, tools, 3D models, public domain software, documentation, LOD updates, and more. Visit http://LODBook.com.
Publisher: Elsevier
ISBN: 0080510116
Category : Computers
Languages : en
Pages : 431
Book Description
Level of detail (LOD) techniques are increasingly used by professional real-time developers to strike the balance between breathtaking virtual worlds and smooth, flowing animation. Level of Detail for 3D Graphics brings together, for the first time, the mechanisms, principles, practices, and theory needed by every graphics developer seeking to apply LOD methods. Continuing advances in level of detail management have brought this powerful technology to the forefront of 3D graphics optimization research. This book, written by the very researchers and developers who have built LOD technology, is both a state-of-the-art chronicle of LOD advances and a practical sourcebook, which will enable graphics developers from all disciplines to apply these formidable techniques to their own work.* Is a complete, practical resource for programmers wishing to incorporate LOD technology into their own systems.* Is an important reference for professionals in game development, computer animation, information visualization, real-time graphics and simulation, data capture and preview, CAD display, and virtual worlds.* Is accessible to anyone familiar with the essentials of computer science and interactive computer graphics.* Covers the full range of LOD methods from mesh simplification to error metrics, as well as advanced issues of human perception, temporal detail, and visual fidelity measurement.* Includes an accompanying Web site rich in supplementary material including source code, tools, 3D models, public domain software, documentation, LOD updates, and more. Visit http://LODBook.com.
Real-Time Rendering
Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third 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. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third 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. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Visualization and Modeling
Author: Rae A. Earnshaw
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 516
Book Description
Visualization and Modeling is essential reading for anyone who wishes to examine expert thinking and current practice in this exciting and fast-moving area.
Publisher:
ISBN:
Category : Computers
Languages : en
Pages : 516
Book Description
Visualization and Modeling is essential reading for anyone who wishes to examine expert thinking and current practice in this exciting and fast-moving area.
Report
Author:
Publisher:
ISBN:
Category : Computer engineering
Languages : en
Pages : 412
Book Description
Publisher:
ISBN:
Category : Computer engineering
Languages : en
Pages : 412
Book Description
CGI '98
Author: Franz-Erich Wolter
Publisher: I E E E
ISBN:
Category : Computers
Languages : en
Pages : 828
Book Description
Publisher: I E E E
ISBN:
Category : Computers
Languages : en
Pages : 828
Book Description
Real-Time Rendering, Second Edition
Author: Tomas Möller
Publisher: A K Peters/CRC Press
ISBN:
Category : Computers
Languages : en
Pages : 896
Book Description
After three years this "wonderful all-around resource" of computer graphics, "indispensable for every serious graphics programmer", is available in a completely revised and updated edition. Nearly doubled in size, the new edition keeps pace with the astonishing developments in hardware and software that have increased the speed and quality of rendering images. The new edition includes information on the latest technology that is being released concurrently with the publication. The book's trademark--blending solid theory and practical advice--remains intact, making it mandatory for every programmer who wants to stay at the cutting edge. The book contains chapters as diverse as: - Transforms - Visual Appearance - Acceleration Algorithms - Advanced Shading Techniques (New Chapter) - Curved Surfaces (New Chapter) With Topics Including: - Pixel shaders - Subdivision surfaces - Intersection algorithms - Pipeline tuning
Publisher: A K Peters/CRC Press
ISBN:
Category : Computers
Languages : en
Pages : 896
Book Description
After three years this "wonderful all-around resource" of computer graphics, "indispensable for every serious graphics programmer", is available in a completely revised and updated edition. Nearly doubled in size, the new edition keeps pace with the astonishing developments in hardware and software that have increased the speed and quality of rendering images. The new edition includes information on the latest technology that is being released concurrently with the publication. The book's trademark--blending solid theory and practical advice--remains intact, making it mandatory for every programmer who wants to stay at the cutting edge. The book contains chapters as diverse as: - Transforms - Visual Appearance - Acceleration Algorithms - Advanced Shading Techniques (New Chapter) - Curved Surfaces (New Chapter) With Topics Including: - Pixel shaders - Subdivision surfaces - Intersection algorithms - Pipeline tuning
Integrated Image and Graphics Technologies
Author: David D. Zhang
Publisher: Springer Science & Business Media
ISBN: 1402077750
Category : Computers
Languages : en
Pages : 418
Book Description
Integrated Image and Graphics Technologies attempts to enhance the access points to both introductory and advanced material in this area, and to facilitate the reader with a comprehensive reference for the study of integrated technologies, systems of image and graphics conveniently and effectively. This edited volume will provide a collection of fifteen contributed chapters by experts, containing tutorial articles and new material describing in a unified way, the basic concepts, theories, characteristic features of the technology and the integration of image and graphics technologies, with recent developments and significant applications.
Publisher: Springer Science & Business Media
ISBN: 1402077750
Category : Computers
Languages : en
Pages : 418
Book Description
Integrated Image and Graphics Technologies attempts to enhance the access points to both introductory and advanced material in this area, and to facilitate the reader with a comprehensive reference for the study of integrated technologies, systems of image and graphics conveniently and effectively. This edited volume will provide a collection of fifteen contributed chapters by experts, containing tutorial articles and new material describing in a unified way, the basic concepts, theories, characteristic features of the technology and the integration of image and graphics technologies, with recent developments and significant applications.