Skip to main content

Books in Computer graphics

61-67 of 67 results in All results

Graphics Gems

  • 1st Edition
  • June 29, 1993
  • Andrew S. Glassner
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 0 7 5 3 - 8
"The GRAPHICS GEMS Series" was started in 1990 by Andrew Glassner. The vision and purpose of the Series was - and still is - to provide tips, techniques, and algorithms for graphics programmers. All of the gems are written by programmers who work in the field and are motivated by a common desire to share interesting ideas and tools with their colleagues. Each volume provides a new set of innovative solutions to a variety of programming problems.

Virtual Reality Systems

  • 1st Edition
  • May 12, 1993
  • R. A. Earnshaw
  • English
  • eBook
    9 7 8 - 1 - 4 8 3 2 - 9 6 5 7 - 9
This volume brings together a number of the leading practitioners and exponents in the field of virtual reality (VR), and explores some of the main issues in the area and its associated hardware and software technology. The main components of the current generation of virtual reality systems are outlined, and major developments of VR systems are discussed.

Three-Dimensional Object Recognition Systems

  • 1st Edition
  • Volume 1
  • May 5, 1993
  • Anil K Jain + 1 more
  • English
  • Hardback
    9 7 8 - 0 - 4 4 4 - 8 9 7 9 7 - 8
The design and construction of three-dimensional [3-D] object recognition systems has long occupied the attention of many computer vision researchers. The variety of systems that have been developed for this task is evidence both of its strong appeal to researchers and its applicability to modern manufacturing, industrial, military, and consumer environments. 3-D object recognition is of interest to scientists and engineers in several different disciplines due to both a desire to endow computers with robust visual capabilities, and the wide applications which would benefit from mature and robust vision systems. However, 3-D object recognition is a very complex problem, and few systems have been developed for actual production use; most existing systems have been developed for experimental use by researchers only. This edited collection of papers summarizes the state of the art in 3-D object recognition using examples of existing 3-D systems developed by leading researchers in the field. While most chapters describe a complete object recognition system, chapters on biological vision, sensing, and early processing are also included. The volume will serve as a valuable reference source for readers who are involved in implementing model-based object recognition systems, stimulating the cross-fertilisation of ideas in the various domains. The variety of topics on Image Communication is so broad that no one can be a specialist in all the topics, and the whole area is beyond the scope of a single volume, while the requirement of up to date information is ever increasing. This new closed-end book series is intended both as a comprehensive reference for those already active in the area of Image Communication, as well as providing newcomers with a foothold for commencing research. Each volume will comprise a state of the art work on the editor's/author's area of expertise, containing information until now scattered in many journals and proceedings.

Physically-Based Modeling for Computer Graphics

  • 1st Edition
  • October 1, 1992
  • Ronen Barzel + 1 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 9 1 6 4 4 - 6
Physically-Based Modeling for Computer Graphics: A Structured Approach addresses the challenge of designing and managing the complexity of physically-based models. This book will be of interest to researchers, computer graphics practitioners, mathematicians, engineers, animators, software developers and those interested in computer implementation and simulation of mathematical models.

Graphics Gems V (Macintosh Version)

  • 1st Edition
  • April 17, 1991
  • Alan W. Paeth
  • English
  • eBook
    9 7 8 - 1 - 4 8 3 2 - 9 6 6 9 - 2
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.

An Introduction to Ray Tracing

  • 1st Edition
  • January 28, 1989
  • Andrew S. Glassner
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 2 8 6 1 6 0 - 4
  • eBook
    9 7 8 - 0 - 0 8 - 0 4 9 9 0 5 - 5
The creation of ever more realistic 3-D images is central to the development of computer graphics. The ray tracing technique has become one of the most popular and powerful means by which photo-realistic images can now be created. The simplicity, elegance and ease of implementation makes ray tracing an essential part of understanding and exploiting state-of-the-art computer graphics.An Introduction to Ray Tracing develops from fundamental principles to advanced applications, providing "how-to" procedures as well as a detailed understanding of the scientific foundations of ray tracing. It is also richly illustrated with four-color and black-and-white plates. This is a book which will be welcomed by all concerned with modern computer graphics, image processing, and computer-aided design.