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Books in Computer graphics

51-60 of 67 results in All results

Jim Blinn's Corner: Dixty Pixels

  • 1st Edition
  • May 1, 1998
  • Jim Blinn
  • English
  • Paperback
    9 7 8 - 1 - 5 5 8 6 0 - 4 5 5 - 1
"All problems in computer graphics can be solved with a matrix inversion."—Jim BlinnJim Blinn is Back!Dirty Pixels is Jim's second compendium of articles selected from his award-winning column, "Jim Blinn's Corner," in IEEE Computer Graphics and Applications. Here he addresses topics in image processing and pixel arithmetic and shares the tricks he's uncovered through years of experimentation.Writing in the inimitable, engaging style for which he's famous, Jim's easy-to-understadn explanations and solutions make abstract concepts accessible to a broad audience. Dirty Pixels is an invaluable resource for anyone in the computer graphics field.Teapots and MoreJim's contributions to computer graphics include the Voyager Fly-by animations of space missions to Jupiter, Saturn, and Uranus; The Mechanical Universe, a 52-part telecourse of animated physics; and the computer animation of Carl Sagan's PBS series Cosmos. Jim developed many graphics techniques now in widespread use, among them bump mapping, environment mapping, and blobby modeling.

Color for Science, Art and Technology

  • 1st Edition
  • Volume 1
  • December 18, 1997
  • Kurt Nassau
  • English
  • Hardback
    9 7 8 - 0 - 4 4 4 - 8 9 8 4 6 - 3
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 2 9 3 7 - 0
The aim of this book is to assemble a series of chapters, written by experts in their fields, covering the basics of color - and then some more. In this way, readers are supplied with almost anything they want to know about color outside their own area of expertise. Thus, the color measurement expert, as well as the general reader, can find here information on the perception, causes, and uses of color. For the artist there are details on the causes, measurement, perception, and reproduction of color. Within each chapter, authors were requested to indicate directions of future efforts, where applicable. One might reasonably expect that all would have been learned about color in the more than three hundred years since Newton established the fundamentals of color science. This is not true because:• the measurement of color still has unresolved complexities (Chapter 2)• many of the fine details of color vision remain unknown (Chapter 3)• every few decades a new movement in art discovers original ways to use new pigments, and dyes continue to be discovered (Chapter 5)• the philosophical approach to color has not yet crystallized (Chapter 7)• new pigments and dyes continue to be discovered (Chapters 10 and 11)• the study of the biological and therapeutic effects of color is still in its infancy (Chapter 2).Color continues to develop towards maturity and the editor believes that there is much common ground between the sciences and the arts and that color is a major connecting bridge.

Jim Blinn's Corner: A Trip Down the Graphics Pipeline

  • 1st Edition
  • July 1, 1996
  • Jim Blinn
  • English
  • Paperback
    9 7 8 - 1 - 5 5 8 6 0 - 3 8 7 - 5
For almost three decades eminent computer graphicist Jim Blinn has coupled his scientific knowledge and artistic abilities to foster the growth of the computer graphics field. His many contributions include the Voyager Fly-by animations of space missions to Jupiter, Saturn, and Uranus; The Mechanical Universe, a 52-part telecourse of animated physics; and the computer animation of Carl Sagan's PBS series Cosmos. In addition, Blinn, the recipient of the first SIGGRAPH Computer Graphics Achievement Award, has developed many widely used graphics techniques, including bump mapping, environment mapping, and blobby modeling.Blinn shares his insight and experience in "Jim Blinn's Corner," an award-winning column in the technical magazine IEEE Computer Graphics and Applications in which he unveils his most useful graphics methods and observations. This book, a compendium of 20 of the column's articles, leads you through the "graphics pipeline" offering a wealth of tips and tricks. It explores common graphics problems, many of which have never before been addressed.An invaluable resource for any graphics professionalIn his entertaining and inspirational style, Blinn examines a variety of topics to help computer graphics software and application developers recognize and solve graphics programming problems. Focusing on geometry and the graphics pipeline, he shares:easy to understand explanations of difficult concepts gleaned from years of teachinginteresting examples of tricky special cases that cause conventional algorithms to failhighly refined algorithms for clipping, viewing, lighting, and rendering

Computer Graphics

  • 1st Edition
  • June 21, 1995
  • Rae Earnshaw
  • English
  • eBook
    9 7 8 - 1 - 4 8 3 2 - 9 7 4 5 - 3
The decades of the 1970s and 1980s were a very exciting period of discovery in the field of computer graphics. It was a time when new rendering algorithms, different modeling strategies, clever animation techniques,and significant advances in photorealism were being made. Complementing these software developments, hardware systems were dominated by raster technology and programmers had access to excellent workstations on which to develop their graphics systems.In the 1990s, incredible advances in computer graphics are far surpassing developments made during the last twenty years. Yesterdays computer graphics have given way to todays virtual reality. This volume brings together contributions from internationalexperts on the diverse, yet important, range of topics that impact the design and application of virtual environments. Topics covered include 3-D modeling; new approaches to rendering virtual environments; recent research into the problems of animating and visualizing virtual environments; applications for virtual reality systems; and simulation of complex behaviors.Computer Graphics: Developments in Virtual Environments provides a unique opportunity to examine current practice and expert thinking. It is essential reading for students, practitioners, researchers, or anyone else who wishes to find out more about this exciting area.

Information Superhighways

  • 1st Edition
  • May 15, 1995
  • Stephen J. Emmott + 2 more
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 2 3 8 3 6 0 - 1
A global information revolution has begun. Converging communications and computing technologies are forming information superhighways, linking people and information interactively, at any time, in any place, via a combination of multimedia, digital video, sound, graphics, and text.The challenge now is to understand the needs of people as the users of information superhighways and develop products and services that use the technological advances to positive effect. This is the first book to examine these issues. It shows that by focusing on users, a range of multimedia applications emerge which make more imaginative use of computing and bandwidth than the products of the current focus on application development, such as"video on demand."The book emphasizes the point that the information revolution will be driven by users, not the multimedia industry.Information Superhighways is essential reading for those working in the communications, computing, and media industries, and in multimedia. It will also be of interest to students and practitioners in psychology, computing, and human-computer interaction.

Graphics Gems V (IBM Version)

  • 1st Edition
  • May 9, 1995
  • Alan W. Paeth
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 5 4 3 4 5 5 - 3
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 0 7 5 7 - 6
Graphics Gems V is the newest volume in The Graphics Gems Series. It is intended to provide the graphics community with a set of practical tools for implementing new ideas and techniques, and to offer working solutions to real programming problems. These tools are written by a wide variety of graphics programmers from industry, academia, and research. The books in the series have become essential, time-saving tools for many programmers.

Graphics Gems II

  • 1st Edition
  • October 12, 1994
  • James Arvo
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 0 7 5 4 - 5
Graphics Gems II is a collection of articles shared by a diverse group of people that reflect ideas and approaches in graphics programming which can benefit other computer graphics programmers. This volume presents techniques for doing well-known graphics operations faster or easier. The book contains chapters devoted to topics on two-dimensional and three-dimensional geometry and algorithms, image processing, frame buffer techniques, and ray tracing techniques. The radiosity approach, matrix techniques, and numerical and programming techniques are likewise discussed. Graphics artists and computer programmers will find the book invaluable.

Comprehension of Graphics

  • 1st Edition
  • Volume 108
  • August 1, 1994
  • W. Schnotz + 1 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 8 6 7 6 2 - 5
Graphic displays such as charts, graphs, diagrams, and maps play in important role today in the design and presentation of instructional materials education. There is also a strong need in scientific, technical and administrative fields to visually present facts, laws, principles etc. The increasing use of computer-based learning environments has also become an important field where the visual presentation of information plays a central role. Despite the importance of graphical displays as a means of communication and the fact that research about learning and cognition has advanced rapidly in the past two decades, the comprehension of graphics is still a rather unexplored area.The comprehension of graphics is not only a stimulating topic in the fields of science and instructional psychology, but also in related disciplines such as semiotics, and artificial intelligence. Research on the comprehension of graphics complements the scientific investigation of cognitive processes in text comprehension, which has contributed much to our understanding of human cognition and learning. Ultimately, a better understanding of the cognitive processes involved in the comprehension of graphics will have an impact not only on cognitive theory, but also on educational practice.

Graphics Gems IV (IBM Version)

  • 1st Edition
  • May 6, 1994
  • Paul Heckbert
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 0 7 5 6 - 9
Graphics Gems IV is the newest volume in the Graphics Gems series. All of the books in the series contain practical solutions for graphics problems using the latest techniques in the field. The books in this series have become essential, time saving toolsfor many programmers. Volume IV is a collection of carefully crafted gems which are all new and innovative. All of the gems are immediately accessible and useful in formulating clean, fast, and elegant programs. The C programming language has been used for most of the program listings, although several of the gems have C++ implementations. *IBM version Includes one 3 1/2" high-density disk. System Requirements: 286 or higher IBM PC compatible, DOS 4.0 or higher

Graphics Gems III (IBM Version)

  • 1st Edition
  • January 5, 1994
  • David Kirk
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 0 7 5 5 - 2
This sequel to Graphics Gems (Academic Press, 1990), and Graphics Gems II (Academic Press, 1991) is a practical collection of computer graphics programming tools and techniques. Graphics Gems III contains a larger percentage of gems related to modeling and rendering, particularly lighting and shading. This new edition also covers image processing, numerical and programming techniques, modeling and transformations, 2D and 3D geometry and algorithms,ray tracing and radiosity, rendering, and more clever new tools and tricks for graphics programming. Volume III also includes a disk containing source codes for either the IBM or Mac versions featuring all code from Volumes I, II, and III. Author David Kirk lends his expertise to the Graphics Gems series in Volume III with his far-reaching knowledge of modeling and rendering, specifically focusing on the areas of lighting and shading. Volume III includes a disk containing source codes for both the IBM and Mac versions featuring all code from volumes I, II, and III. Graphics Gems I, II, and III are sourcebooks of ideas for graphics programmers. They also serve as toolboxes full of useful tricks and techniques for novice programmers and graphics experts alike. Each volume reflects the personality and particular interests of its respective editor.