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Books in Computer graphics

Physically Based Rendering

  • 3rd Edition
  • September 30, 2016
  • Matt Pharr + 2 more
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 8 0 0 6 4 5 - 0
  • eBook
    9 7 8 - 0 - 1 2 - 8 0 0 7 0 9 - 9
Physically Based Rendering: From Theory to Implementation, Third Edition, describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation. Through a method known as 'literate programming', the authors combine human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, users will learn to design and employ a fully-featured rendering system for creating stunning imagery. This completely updated and revised edition includes new coverage on ray-tracing hair and curves primitives, numerical precision issues with ray tracing, LBVHs, realistic camera models, the measurement equation, and much more. It is a must-have, full color resource on physically-based rendering.

Bio-Inspired Computation and Applications in Image Processing

  • 1st Edition
  • August 5, 2016
  • Xin-She Yang + 1 more
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 8 0 4 5 3 6 - 7
  • eBook
    9 7 8 - 0 - 1 2 - 8 0 4 5 3 7 - 4
Bio-Inspired Computation and Applications in Image Processing summarizes the latest developments in bio-inspired computation in image processing, focusing on nature-inspired algorithms that are linked with deep learning, such as ant colony optimization, particle swarm optimization, and bat and firefly algorithms that have recently emerged in the field. In addition to documenting state-of-the-art developments, this book also discusses future research trends in bio-inspired computation, helping researchers establish new research avenues to pursue.

e-Design

  • 1st Edition
  • February 23, 2016
  • Kuang-Hua Chang
  • English
  • eBook
    9 7 8 - 0 - 1 2 - 8 0 9 7 3 6 - 6
e-Design: Computer-Aided Engineering Design, Revised First Edition is the first book to integrate a discussion of computer design tools throughout the design process. Through the use of this book, the reader will understand basic design principles and all-digital design paradigms, the CAD/CAE/CAM tools available for various design related tasks, how to put an integrated system together to conduct All-Digital Design (ADD), industrial practices in employing ADD, and tools for product development.

Learning Processing

  • 2nd Edition
  • August 6, 2015
  • Daniel Shiffman
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 9 4 4 4 3 - 6
  • eBook
    9 7 8 - 0 - 1 2 - 3 9 4 7 9 2 - 5
Learning Processing, Second Edition, is a friendly start-up guide to Processing, a free, open-source alternative to expensive software and daunting programming languages. Requiring no previous experience, this book is for the true programming beginner. It teaches the basic building blocks of programming needed to create cutting-edge graphics applications including interactive art, live video processing, and data visualization. Step-by-step examples, thorough explanations, hands-on exercises, and sample code, supports your learning curve.A unique lab-style manual, the book gives graphic and web designers, artists, and illustrators of all stripes a jumpstart on working with the Processing programming environment by providing instruction on the basic principles of the language, followed by careful explanations of select advanced techniques. The book has been developed with a supportive learning experience at its core. From algorithms and data mining to rendering and debugging, it teaches object-oriented programming from the ground up within the fascinating context of interactive visual media.This book is ideal for graphic designers and visual artists without programming background who want to learn programming. It will also appeal to students taking college and graduate courses in interactive media or visual computing, and for self-study.

View-based 3-D Object Retrieval

  • 1st Edition
  • December 4, 2014
  • Yue Gao + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 8 0 2 4 1 9 - 5
  • eBook
    9 7 8 - 0 - 1 2 - 8 0 2 6 2 3 - 6
Content-based 3-D object retrieval has attracted extensive attention recently and has applications in a variety of fields, such as, computer-aided design, tele-medicine,mobile multimedia, virtual reality, and entertainment. The development of efficient and effective content-based 3-D object retrieval techniques has enabled the use of fast 3-D reconstruction and model design. Recent technical progress, such as the development of camera technologies, has made it possible to capture the views of 3-D objects. As a result, view-based 3-D object retrieval has become an essential but challenging research topic. View-based 3-D Object Retrieval introduces and discusses the fundamental challenges in view-based 3-D object retrieval, proposes a collection of selected state-of-the-art methods for accomplishing this task developed by the authors, and summarizes recent achievements in view-based 3-D object retrieval. Part I presents an Introduction to View-based 3-D Object Retrieval, Part II discusses View Extraction, Selection, and Representation, Part III provides a deep dive into View-Based 3-D Object Comparison, and Part IV looks at future research and developments including Big Data application and geographical location-based applications.

Computers for Imagemaking

  • 1st Edition
  • June 28, 2014
  • D. Clark
  • English
  • eBook
    9 7 8 - 1 - 4 8 3 2 - 9 4 6 3 - 6
Computers for Image-Making tells the computer non-expert all he needs to know about Computer Animation. In the hands of expert computer engineers, computer picture-drawing systems have, since the earliest days of computing, produced interesting and useful images. As a result of major technological developments since then, it no longer requires the expert's skill to draw pictures; anyone can do it, provided they know how to use the appropriate machinery. This collection of specially commissioned articles reflects the diversity of user applications in this expanding field

High Performance Deformable Image Registration Algorithms for Manycore Processors

  • 1st Edition
  • June 28, 2013
  • James Shackleford + 2 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 4 0 7 7 4 1 - 6
  • eBook
    9 7 8 - 0 - 1 2 - 4 0 7 8 8 0 - 2
High Performance Deformable Image Registration Algorithms for Manycore Processors develops highly data-parallel image registration algorithms suitable for use on modern multi-core architectures, including graphics processing units (GPUs). Focusing on deformable registration, we show how to develop data-parallel versions of the registration algorithm suitable for execution on the GPU. Image registration is the process of aligning two or more images into a common coordinate frame and is a fundamental step to be able to compare or fuse data obtained from different sensor measurements. Extracting useful information from 2D/3D data is essential to realizing key technologies underlying our daily lives. Examples include autonomous vehicles and humanoid robots that can recognize and manipulate objects in cluttered environments using stereo vision and laser sensing and medical imaging to localize and diagnose tumors in internal organs using data captured by CT/MRI scans.

Understanding Augmented Reality

  • 1st Edition
  • April 26, 2013
  • Alan B. Craig
  • English
  • Paperback
    9 7 8 - 0 - 2 4 0 - 8 2 4 0 8 - 6
  • eBook
    9 7 8 - 0 - 2 4 0 - 8 2 4 1 0 - 9
Understanding Augmented Reality addresses the elements that are required to create augmented reality experiences. The technology that supports augmented reality will come and go, evolve and change. The underlying principles for creating exciting, useful augmented reality experiences are timeless. Augmented reality designed from a purely technological perspective will lead to an AR experience that is novel and fun for one-time consumption - but is no more than a toy. Imagine a filmmaking book that discussed cameras and special effects software, but ignored cinematography and storytelling! In order to create compelling augmented reality experiences that stand the test of time and cause the participant in the AR experience to focus on the content of the experience - rather than the technology - one must consider how to maximally exploit the affordances of the medium. Understanding Augmented Reality addresses core conceptual issues regarding the medium of augmented reality as well as the technology required to support compelling augmented reality. By addressing AR as a medium at the conceptual level in addition to the technological level, the reader will learn to conceive of AR applications that are not limited by today’s technology. At the same time, ample examples are provided that show what is possible with current technology.

Design for Emotion

  • 1st Edition
  • June 15, 2012
  • Trevor van Gorp + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 3 8 6 5 3 1 - 1
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 6 5 3 2 - 8
Design for Emotion introduces you to the why, what, when, where and how of designing for emotion. Improve user connection, satisfaction and loyalty by incorporating emotion and personality into your design process. The conscious and unconscious origins of emotions are explained, while real-world examples show how the design you create affects the emotions of your users.This isn’t just another design theory book – it’s imminently practical. Design for Emotion introduces the A.C.T. Model (Attract/Converse/Transact) a tool for helping designers create designs that intentionally trigger emotional responses. This book offers a way to harness emotions for improving the design of products, interfaces and applications while also enhancing learning and information processing. Design for Emotion will help your designs grab attention and communicate your message more powerfully, to more people.

Information Visualization

  • 3rd Edition
  • May 18, 2012
  • Colin Ware
  • English
  • eBook
    9 7 8 - 0 - 1 2 - 3 8 1 4 6 5 - 4
Most designers know that yellow text presented against a blue background reads clearly and easily, but how many can explain why, and what really are the best ways to help others and ourselves clearly see key patterns in a bunch of data? When we use software, access a website, or view business or scientific graphics, our understanding is greatly enhanced or impeded by the way the information is presented. This book explores the art and science of why we see objects the way we do. Based on the science of perception and vision, the author presents the key principles at work for a wide range of applications--resulting in visualization of improved clarity, utility, and persuasiveness. The book offers practical guidelines that can be applied by anyone: interaction designers, graphic designers of all kinds (including web designers), data miners, and financial analysts.