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Books in Graphics cad hci

Exploring computer graphics, computer-aided design, and human-computer interaction, this portfolio supports creative design, visualization, and user experience research. Featuring cutting-edge techniques, tools, and case studies, these titles assist researchers and practitioners in developing intuitive interfaces and realistic visualizations. Addressing augmented reality, virtual environments, and user-centered design, the collection fuels innovation across entertainment, engineering, and education.

  • Up and Running with AutoCAD 2013

    2D and 3D Drawing and Modeling
    • 3rd Edition
    • Elliot J. Gindis
    • English
    Up and Running with AutoCAD 2013 by Elliot Gindis is an easy-to-learn introduction to AutoCAD featuring step-by-step instructions that explain both the why and the how for using this industry standard software package. The book strips away complexities, both real and perceived, and reduces AutoCAD to easy-to-understand basic concepts. All concepts are explained first in theory, and then shown in practice, helping the reader understand what it is they are doing and why, before they do it. The book is divided into three parts, guiding students through the subject matter from the beginning stages of using the software through advanced AutoCAD, including 3D features. Chapters deal with topics such as: layers, colors, linetypes, and properties; text, Mtext, editing, and style; blocks, Wblocks, dynamic blocks, groups, and purge; importing and exporting data; Boolean operations; Dview, walk and fly, animation, and action recording; and lighting and rendering. Also included is an extensive Appendix for each part, detailing additional useful CAD-related information not often found in other text books. In addition, the book contains supporting graphics (screen shots); a summary with a self-test section at the end of each chapter; drawing examples and exercises; and two running "projects" that the student works on as he/she progresses through the chapters . This book will appeal to beginner through advanced users of AutoCAD; architectural engineers, drafting, civil/construction engineers, and mechanical engineers; and students taking drafting/engineering drawing courses in engineering and engineering technology programs.
  • Design for Emotion

    • 1st Edition
    • Trevor van Gorp + 1 more
    • English
    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/Tr... 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

    Perception for Design
    • 3rd Edition
    • Colin Ware
    • English
    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--result... 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.
  • Digital Video and HD

    Algorithms and Interfaces
    • 2nd Edition
    • Charles Poynton
    • English
    Digital Video and HD: Algorithms and Interfaces provides a one-stop shop for the theory and engineering of digital video systems. Equally accessible to video engineers and those working in computer graphics, Charles Poynton’s revision to his classic text covers emergent compression systems, including H.264 and VP8/WebM, and augments detailed information on JPEG, DVC, and MPEG-2 systems. This edition also introduces the technical aspects of file-based workflows and outlines the emerging domain of metadata, placing it in the context of digital video processing.
  • Mathematical Models in Environmental Problems

    • 1st Edition
    • Volume 16
    • G.I. Marchuk
    • English
  • Up and Running with AutoCAD 2011

    2D and 3D Drawing and Modeling
    • 1st Edition
    • Elliot J. Gindis
    • English
    Up and Running with AutoCAD 2011: 2D and 3D Drawing and Modeling provides an introduction to the fundamental concepts of AutoCAD. These concepts have been distilled down to basic, easy to understand explanations for the benefit of beginner students. Each chapter explains the new concept or command and why it is important. Readers are given the chance to apply just-learned knowledge to a real-life exercise, drawing, or model. They can also test their knowledge with end-of-chapter quizzes and drawing exercises. The book is organized into three parts: Level 1, Level 2, and Level 3. Level 1 offers a wide breadth of knowledge on many topics. Its chapters comprise the complete essential knowledge set of an intermediate user. Students can then work on, if not necessarily set up and manage, moderate to complex drawings. Level 2 is meant for advanced users who are CAD managers, full-time AutoCAD draftspersons, architects, or self-employed and must do everything themselves. The goal here is depth, and several features not deemed critically important in Level 1 are revisited to explore additional advanced options. Also introduced are advanced topics necessary to set up and manage complex drawings. Level 3 is all about 3D. Solid knowledge of the previous two levels is highly recommended before starting these chapters. The 3D material covers all aspects of AutoCAD solid modeling, including lights and rendering.
  • Networked Graphics

    Building Networked Games and Virtual Environments
    • 1st Edition
    • Anthony Steed + 1 more
    • English
    Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking.The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions.Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs.
  • Computer Animation Complete

    All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques
    • 1st Edition
    • Rick Parent + 14 more
    • English
    A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success.
  • Essential Mathcad for Engineering, Science, and Math

    • 2nd Edition
    • Brent Maxfield
    • English
    Using the author's considerable experience of applying Mathcad to engineering problems, Essential Mathcad introduces the most powerful functions and features of the software and teaches how to apply these to create comprehensive calculations for any quantitative subject. The simple, step-by-step approach makes this book an ideal Mathcad text for professional engineers as well as engineering , science, and math students. Examples from a variety of fields demonstrate the power and utility of Mathcad's tools, while also demonstrating how other software, such as Excel spreadsheets, can be incorporated effectively. A full version of Mathcad v15 is available by using the registration code included in the front of the book (North America only). The included software is for educational purposes only.
  • Geometric Algebra for Computer Science (Revised Edition)

    An Object-Oriented Approach to Geometry
    • 1st Edition
    • Leo Dorst + 2 more
    • English
    Geometric Algebra for Computer Science (Revised Edition) presents a compelling alternative to the limitations of linear algebra. Geometric algebra (GA) is a compact, time-effective, and performance-enhancin... way to represent the geometry of 3D objects in computer programs. This book explains GA as a natural extension of linear algebra and conveys its significance for 3D programming of geometry in graphics, vision, and robotics. It systematically explores the concepts and techniques that are key to representing elementary objects and geometric operators using GA. It covers in detail the conformal model, a convenient way to implement 3D geometry using a 5D representation space. Numerous drills and programming exercises are helpful for both students and practitioners. A companion web site includes links to GAViewer, a program that will allow you to interact with many of the 3D figures in the book; and Gaigen 2, the platform for the instructive programming exercises that conclude each chapter. The book will be of interest to professionals working in fields requiring complex geometric computation such as robotics, computer graphics, and computer games. It is also be ideal for students in graduate or advanced undergraduate programs in computer science.
  • Learning Processing

    A Beginner's Guide to Programming Images, Animation, and Interaction
    • 1st Edition
    • Daniel Shiffman
    • English
    The free, open-source Processing programming language environment was created at MIT for people who want to develop images, animation, and sound. Based on the ubiquitous Java, it provides an alternative to daunting languages and expensive proprietary software. This book gives graphic designers, artists and illustrators of all stripes a jump start to working with processing by providing detailed information on the basic principles of programming with the language, followed by careful, step-by-step explanations of select advanced techniques.The author teaches computer graphics at NYU's Tisch School of the Arts, and his 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.Previously announced as "Pixels, Patterns, and Processing"
  • The Art and Science of Digital Compositing

    Techniques for Visual Effects, Animation and Motion Graphics
    • 2nd Edition
    • Ron Brinkmann
    • English
    The classic reference, with over 25,000 copies in print, has been massively expanded and thoroughly updated to include state-of-the-art methods and 400+ all-new full color images! "At ILM, compositing is one of the most important tools we use. If you want to learn more, this excellent 2nd-edition is detailed with hundreds of secrets that will help make your comps seamless. For beginners or experts, Ron walks you through the processes of analysis and workflows - linear thinking which will help you become deft and successfully tackle any shot." --Dennis Muren ASC, Senior Visual Effects Supervisor, Industrial Light & Magic "Ron Brinkman's book is the definitive work on digital compositing and we have depended on this book as a critical part of our in-house training program at Imageworks since the 1999 Edition. We use this book as a daily textbook and reference for our lighters, compositors and anyone working with digital imagery. It is wonderful to see a new edition being released and it will certainly be required reading for all our digital artists here at Imageworks." --Sande Scoredos, Executive Director of Training & Artist Development, Sony Pictures Imageworks The Art and Science of Digital Compositing is the only complete overview of the technical and artistic nature of digital compositing. It covers a wide range of topics from basic image creation, representation and manipulation, to a look at the visual cues that are necessary to create a believable composite. Designed as an introduction to the field, as well as an authoritative technical reference, this book provides essential information for novices and professionals alike. 17 new case-studies provide in-depth looks at the compositing work done on films such as Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Golden Compass, The Incredibles, King Kong, The Lord of the Rings: The Return of the King, Sin City, Spider-Man 2, Wallace and Gromit: The Curse of the Were-Rabbit, and Star Wars: Episode 3 – Revenge of the Sith. Includes new sections on 3D compositing, High Dynamic Range (HDR) imaging, Rotoscoping, and much more! All disc-based content for this title is now available on the Web.
  • PEM Fuel Cell Modeling and Simulation Using Matlab

    • 1st Edition
    • Colleen Spiegel
    • English
    Although, the basic concept of a fuel cell is quite simple, creating new designs and optimizing their performance takes serious work and a mastery of several technical areas. PEM Fuel Cell Modeling and Simulation Using Matlab, provides design engineers and researchers with a valuable tool for understanding and overcoming barriers to designing and building the next generation of PEM Fuel Cells. With this book, engineers can test components and verify designs in the development phase, saving both time and money.Easy to read and understand, this book provides design and modelling tips for fuel cell components such as: modelling proton exchange structure, catalyst layers, gas diffusion, fuel distribution structures, fuel cell stacks and fuel cell plant. This book includes design advice and MATLAB and FEMLAB codes for Fuel Cell types such as: polymer electrolyte, direct methanol and solid oxide fuel cells. This book also includes types for one, two and three dimensional modeling and two-phase flow phenomena and microfluidics.
  • Mathematical Optimization in Computer Graphics and Vision

    • 1st Edition
    • Luiz Velho + 3 more
    • English
    Mathematical optimization is used in nearly all computer graphics applications, from computer vision to animation. This book teaches readers the core set of techniques that every computer graphics professional should understand in order to envision and expand the boundaries of what is possible in their work. Study of this authoritative reference will help readers develop a very powerful tool- the ability to create and decipher mathematical models that can better realize solutions to even the toughest problems confronting computer graphics community today.
  • Digital Modeling of Material Appearance

    • 1st Edition
    • Julie Dorsey + 2 more
    • English
    Computer graphics systems are capable of generating stunningly realistic images of objects that have never physically existed. In order for computers to create these accurately detailed images, digital models of appearance must include robust data to give viewers a credible visual impression of the depicted materials. In particular, digital models demonstrating the nuances of how materials interact with light are essential to this capability. Digital Modeling of Material Appearance is the first comprehensive work on the digital modeling of material appearance: it explains how models from physics and engineering are combined with keen observation skills for use in computer graphics rendering. Written by the foremost experts in appearance modeling and rendering, this book is for practitioners who want a general framework for understanding material modeling tools, and also for researchers pursuing the development of new modeling techniques. The text is not a "how to" guide for a particular software system. Instead, it provides a thorough discussion of foundations and detailed coverage of key advances. Practitioners and researchers in applications such as architecture, theater, product development, cultural heritage documentation, visual simulation and training, as well as traditional digital application areas such as feature film, television, and computer games, will benefit from this much needed resource. ABOUT THE AUTHORSJulie Dorsey and Holly Rushmeier are professors in the Computer Science Department at Yale University and co-directors of the Yale Computer Graphics Group. François Sillion is a senior researcher with INRIA (Institut National de Recherche en Informatique et Automatique), and director of its Grenoble Rhône-Alpes research center.
  • Computer Animation

    Algorithms and Techniques
    • 2nd Edition
    • Rick Parent
    • English
    Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing.
  • Point-Based Graphics

    • 1st Edition
    • Markus Gross + 1 more
    • English
    The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it’s on to the methods themselves. Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. You’ll learn to apply these techniques, and you’ll also learn how to create your own. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms.
  • X3D

    Extensible 3D Graphics for Web Authors
    • 1st Edition
    • Don Brutzman + 1 more
    • English
    In the early days of the Web a need was recognized for a language to display 3D objects through a browser. An HTML-like language, VRML, was proposed in 1994 and became the standard for describing interactive 3D objects and worlds on the Web. 3D Web courses were started, several best-selling books were published, and VRML continues to be used today. However VRML, because it was based on HTML, is a stodgy language that is not easy to incorporate with other applications and has been difficult to add features to. Meanwhile, applications for interactive 3D graphics have been exploding in areas such as medicine, science, industry, and entertainment. There is a strong need for a set of modern Web-based technologies, applied within a standard extensible framework, to enable a new generation of modeling & simulation applications to emerge, develop, and interoperate. X3D is the next generation open standard for 3D on the web. It is the result of several years of development by the Web 3D Consortium's X3D Task Group. Instead of a large monolithic specification (like VRML), which requires full adoption for compliance, X3D is a component-based architecture that can support applications ranging from a simple non-interactive animation to the latest streaming or rendering applications. X3D replaces VRML, but also provides compatibility with existing VRML content and browsers. Don Brutzman organized the first symposium on VRML and is playing a similar role with X3D; he is a founding member of the consortium. Len Daly is a professional member of the consortium and both Len and Don have been involved with the development of the standard from the start.
  • Programming with Quartz

    2D and PDF Graphics in Mac OS X
    • 1st Edition
    • David Gelphman + 2 more
    • English
    Written by members of the development team at Apple, Programming with Quartz is the first book to describe the sophisticated graphics system of Mac OS X. By using the methods described in this book, developers will be able to fully exploit the state-of-the-art graphics capabilities of Mac OS X in their applications, whether for Cocoa or Carbon development. This book also serves as an introduction to 2D graphics concepts, including how images are drawn and how color is rendered. It includes guidance for working with PDF documents, drawing bitmap graphics, using Quartz built-in color management, and drawing text. Programming with Quartz is a rich resource for new and experienced Mac OS X developers, Cocoa and Carbon programmers, UNIX developers who are migrating to Mac OS X, and anyone interested in powerful 2D graphics systems.
  • High Dynamic Range Imaging

    Acquisition, Display, and Image-Based Lighting
    • 1st Edition
    • Erik Reinhard + 3 more
    • English
    High dynamic range imaging produces images with a much greater range of light and color than conventional imaging. The effect is stunning, as great as the difference between black-and-white and color television. High Dynamic Range Imaging is the first book to describe this exciting new field that is transforming the media and entertainment industries. Written by the foremost researchers in HDRI, it will explain and define this new technology for anyone who works with images, whether it is for computer graphics, film, video, photography, or lighting design.
  • Complete Maya Programming Volume II

    An In-depth Guide to 3D Fundamentals, Geometry, and Modeling
    • 1st Edition
    • Volume 2
    • David Gould
    • English
    David Gould's acclaimed first book, Complete Maya Programming: An Extensive Guide to MEL and the C++ API, provides artists and programmers with a deep understanding of the way Maya works and how it can be enhanced and customized through programming. In his new book David offers a gentle, intuitive introduction to the core ideas of computer graphics. Each concept is explained progressively and is fully implemented in both MEL and C++ so that an artist or programmer can use the source code directly in their own programs. Geometry and modeling are covered in detail with progressively more complex examples demonstrating all of Maya's possible programming features. David Gould's first volume is widely regarded as the most authoritative reference on Maya programming. Volume II continues this tradition and provides an unmatched guide for the artist and programmer tackling complex tasks.
  • Cost-Justifying Usability

    An Update for the Internet Age
    • 2nd Edition
    • Randolph G. Bias + 1 more
    • English
    You just know that an improvement of the user interface will reap rewards, but how do you justify the expense and the labor and the time—guarantee a robust ROI!—ahead of time? How do you decide how much of an investment should be funded? And what is the best way to sell usability to others? In this completely revised and new edition of Cost-Justifying Usability, Randolph G. Bias (University of Texas at Austin, with 25 years’ experience as a usability practitioner and manager) and Deborah J. Mayhew (internationally recognized usability consultant and author of two other seminal books including The Usability Engineering Lifecycle) tackle these and many other problems. It has been updated to cover cost-justifying usability for Web sites and intranets, for the complex applications we have today, and for a host of products—offering techniques, examples, and cases that are unavailable elsewhere. No matter what type of product you build, whether or not you are a cost-benefit expert or a born salesperson, this book has the tools that will enable you to cost-justify the appropriate usability investment.
  • Advanced Graphics Programming Using OpenGL

    • 1st Edition
    • Tom McReynolds + 1 more
    • English
    Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques—beyond those learned in introductory computer graphics texts—is not as easy to come by as inexpensive hardware. This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques—those that don’t require esoteric hardware or custom graphics libraries—that are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs.
  • Multidisciplinary Approaches to Visual Representations and Interpretations

    • 1st Edition
    • Volume 2
    • English
    The value of multi-disciplinary research lies in the exchange of ideas and methods across the traditional boundaries between areas of study. It could be argued that many of the advances in science and engineering take place because the ideas, methods and the tools of thought from one discipline become re-applied in another.The topic of "the visual" has become increasingly important as advances in technology have led to multi-media and multi-modal representations, and extended the range and scope of visual representation and interpretation in our lives. Under this broad heading there are many different perspectives and approaches, from across the entire spectrum of human knolwedge and activity.The editors and authors of this book aim to break down cross-disciplinary barriers, by bringing together people working in a wide variety of disciplines where visual representations and interpretations are exploited. Contributions come from researchers actively investigating visual representations and interpretations in a wide variety of areas, including art history, biology, clinical science, cognitive science, computer science, design, engineering, linguistics, mathematics, philosophy, physics, psychology, and sociology.The book provides a forum for wide-ranging and multi-disciplinary contributions on visual representations and interpretations.
  • Visualizing Quaternions

    • 1st Edition
    • Steve Cunningham + 1 more
    • English
    Introduced 160 years ago as an attempt to generalize complex numbers to higher dimensions, quaternions are now recognized as one of the most important concepts in modern computer graphics. They offer a powerful way to represent rotations and compared to rotation matrices they use less memory, compose faster, and are naturally suited for efficient interpolation of rotations. Despite this, many practitioners have avoided quaternions because of the mathematics used to understand them, hoping that some day a more intuitive description will be available.The wait is over. Andrew Hanson's new book is a fresh perspective on quaternions. The first part of the book focuses on visualizing quaternions to provide the intuition necessary to use them, and includes many illustrative examples to motivate why they are important—a beautiful introduction to those wanting to explore quaternions unencumbered by their mathematical aspects. The second part covers the all-important advanced applications, including quaternion curves, surfaces, and volumes. Finally, for those wanting the full story of the mathematics behind quaternions, there is a gentle introduction to their four-dimensional nature and to Clifford Algebras, the all-encompassing framework for vectors and quaternions.
  • ASIC and FPGA Verification

    A Guide to Component Modeling
    • 1st Edition
    • Richard Munden
    • English
    Richard Munden demonstrates how to create and use simulation models for verifying ASIC and FPGA designs and board-level designs that use off-the-shelf digital components. Based on the VHDL/VITAL standard, these models include timing constraints and propagation delays that are required for accurate verification of today’s digital designs. ASIC and FPGA Verification: A Guide to Component Modeling expertly illustrates how ASICs and FPGAs can be verified in the larger context of a board or a system. It is a valuable resource for any designer who simulates multi-chip digital designs.
  • Physically Based Rendering

    From Theory to Implementation
    • 2nd Edition
    • Matt Pharr + 1 more
    • English
    Physically Based Rendering, Second Edition, describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method known as literate programming combines 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, you will learn to design and employ a full-featured rendering system for creating stunning imagery. This new edition greatly refines its best-selling predecessor by streamlining all obsolete code as well as adding sections on parallel rendering and system design; animating transformations; multispectral rendering; realistic lens systems; blue noise and adaptive sampling patterns and reconstruction; measured BRDFs; and instant global illumination, as well as subsurface and multiple-scattering integrators. These updates reflect the current state-of-the-art technology, and along with the lucid pairing of text and code, ensure the book's leading position as a reference text for those working with images, whether it is for film, video, photography, digital design, visualization, or gaming.
  • Parallel Computing: Software Technology, Algorithms, Architectures & Applications

    Proceedings of the International Conference ParCo2003, Dresden, Germany
    • 1st Edition
    • Volume 13
    • Gerhard Joubert + 3 more
    • English
    Advances in Parallel Computing series presents the theory and use of of parallel computer systems, including vector, pipeline, array, fifth and future generation computers and neural computers. This volume features original research work, as well as accounts on practical experience with and techniques for the use of parallel computers.
  • Digital Geometry

    Geometric Methods for Digital Picture Analysis
    • 1st Edition
    • Reinhard Klette + 1 more
    • English
    Digital geometry is about deriving geometric information from digital pictures. The field emerged from its mathematical roots some forty-years ago through work in computer-based imaging, and it is used today in many fields, such as digital image processing and analysis (with applications in medical imaging, pattern recognition, and robotics) and of course computer graphics. Digital Geometry is the first book to detail the concepts, algorithms, and practices of the discipline. This comphrehensive text and reference provides an introduction to the mathematical foundations of digital geometry, some of which date back to ancient times, and also discusses the key processes involved, such as geometric algorithms as well as operations on pictures.
  • Physically Based Rendering

    From Theory to Implementation
    • 1st Edition
    • Matt Pharr + 2 more
    • English
    Rendering is a crucial component of computer graphics— the conversion of a description of a 3D scene into an image for display. Algorithms for animation, geometric modeling, and texturing all must feed their results through some sort of rendering process for the results to be visible in an image. Focusing on realistic images, physically based rendering incorporates ideas from a range of disciplines, including physics, biology, psychology, cognitive science, and mathematics. This book presents the algorithms of modern photorealistic rendering and follows step by step the creation of a complete rendering system. As each new rendering concept is introduced it is also shown implemented in code—there is no better way to understand the subtle and complex process of rendering. The code itself is highly readable, written in the literate programming style that mixes text describing the system with the code that implements it. The result is a stunning achievement in graphics education for students, professionals, and researchers.
  • Information Visualization

    Perception for Design
    • 2nd Edition
    • Colin Ware
    • English
    Information Visualization is the major revision of a classic work on information visualization. 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. This is the first work to use the science of perception to help serious designers and analysts optimize understanding and perception of their data visualizations. This unique and essential guide to human visual perception and related cognitive principles will enrich courses on information visualization and empower designers to see their way forward. Its updated review of empirical research and interface design examples will do much to accelerate innovation and adoption of information visualization. New to this edition are a new chapter on visual thinking, new sections on face perception and flow visualization, and a much-expanded chapter on color and color sequences. This book will appeal to interaction designers; graphic designers of all kinds (including web designers); financial analysts; research scientists and engineers; data miners; and managers faced with information-intensiv... challenges.
  • The Global Forest Products Model

    Structure, Estimation, and Applications
    • 1st Edition
    • Joseph Buongiorno + 4 more
    • English
    The Global Forest Products Model (GFPM) book provides a complete introduction to this widely applied computer model. The GFPM is a dynamic economic equilibrium model that is used to predict production, consumption, trade, and prices of 14 major forest products in 180 interacting countries. The book thoroughly documents the methods, data, and computer software of the model, and demonstrates the model's usefulness in addressing international economic and environmental issues. The Global Forest Products Model is written by an international multi-disciplinary team and is ideal for graduate students and professionals in forestry, natural resource economics, and related fields. It explains trends in world forest industries in the simplest terms by explaining the economic theory underlying the model. It describes six applications of the GFPM, three of which were commissioned by the Food Agriculture of the United Nations, the USDA Forest Service, and New Zealand Research. The authors show how to apply the model to real issues such as the effects of the Asian economic crisis on the forest sector, the effects of eliminating tariffs on international trade and production, and the international effects of national environmental policies. They provide complete explanations on how to use the GFPM software, prepare the data, make the forecasts, and summarize the results with tables and graphs.
  • Real-Time Shader Programming

    • 1st Edition
    • Ron Fosner
    • English
    Now that PC users have entered the realm of programmable hardware, graphics programmers can create 3D images and animations comparable to those produced by RenderMan's procedural programs—-but in real time. Here is a book that will bring this cutting-edge technology to your computer.Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, Real-Time Shader Programming provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders.A compelling writing style, color illustrations throughout, and scores of online resources make Real-Time Shader Programming an indispensable tutorial/reference for the game developer, graphics programmer, game artist, or visualization programmer, to create countless real-time 3D effects.
  • Digital Video and HD

    Algorithms and Interfaces
    • 1st Edition
    • Charles Poynton
    • English
    Rapidly evolving computer and communications technologies have achieved data transmission rates and data storage capacities high enough for digital video. But video involves much more than just pushing bits! Achieving the best possible image quality, accurate color, and smooth motion requires understanding many aspects of image acquisition, coding, processing, and display that are outside the usual realm of computer graphics. At the same time, video system designers are facing new demands to interface with film and computer system that require techniques outside conventional video engineering.Charles Poynton's 1996 book A Technical Introduction to Digital Video became an industry favorite for its succinct, accurate, and accessible treatment of standard definition television (SDTV). In Digital Video and HDTV, Poynton augments that book with coverage of high definition television (HDTV) and compression systems.For more information on HDTV Retail markets, go to: http://www.insightme...
  • Geometric Tools for Computer Graphics

    • 1st Edition
    • Philip Schneider + 1 more
    • English
    Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more.If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices.FeaturesF... with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.Covers problems relevant for both 2D and 3D graphics programming.Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.Provides the math and geometry background you need to understand the solutions and put them to work.Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.
  • Level of Detail for 3D Graphics

    • 1st Edition
    • David Luebke + 5 more
    • English
    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.
  • Jim Blinn's Corner: Notation, Notation, Notation

    • 1st Edition
    • Jim Blinn
    • English
    The third entry in the Jim Blinn's Corner series, this is, like the others, a handy compilation of selected installments of his influential column. But here, for the first time, you get the "Director's Cut" of the articles: revised, expanded, and enhanced versions of the originals. What's changed? Improved mathematical notation, more diagrams, new solutions. What remains the same? All the things you've come to rely on: straight answers, irreverent style, and innovative thinking. This is Jim Blinn at his best - now even better.
  • Non-Photorealistic Computer Graphics

    Modeling, Rendering, and Animation
    • 1st Edition
    • Thomas Strothotte + 1 more
    • English
    Even as developments in photorealistic computer graphics continue to affect our work and leisure activities, practitioners and researchers are devoting more and more attention to non-photorealistic (NPR) techniques for generating images that appear to have been created by hand. These efforts benefit every field in which illustrations—thanks to their ability to clarify, emphasize, and convey very precise meanings—offer advantages over photographs. These fields include medicine, architecture, entertainment, education, geography, publishing, and visualization.Non-Ph... Computer Graphics is the first and only resource to examine non-photorealistic efforts in depth, providing detailed accounts of the major algorithms, as well as the background information and implementation advice readers need to make headway with these increasingly important techniques.Already, an estimated 10% of computer graphics users require some form of non-photorealism. Strothotte and Schlechtweg's important new book is designed and destined to be the standard NPR reference for this large, diverse, and growing group of professionals.
  • Simulation

    • 3rd Edition
    • Sheldon M. Ross
    • English
    Sheldon Ross' Simulation, Third Edition introduces aspiring and practicing actuaries, engineers, computer scientists and others to the practical aspects of constructing computerized simulation studies to analyze and interpret real phenomena. Readers learn to apply results of these analyses to problems in a wide variety of fields to obtain effective, accurate solutions and make predictions about future outcomes. This new edition provides a comprehensive, in-depth, and current guide for constructing probability models and simulations for a variety of purposes. It features new information, including the presentation of the Insurance Risk Model, generating a Random Vector, and evaluating an Exotic Option. Also new is coverage of the changing nature of statistical methods due to the advancements in computing technology.
  • Subdivision Methods for Geometric Design

    A Constructive Approach
    • 1st Edition
    • Joe Warren + 1 more
    • English
    Subdivision Methods for Geometric Design provides computer graphics students and designers with a comprehensive guide to subdivision methods, including the background information required to grasp underlying concepts, techniques for manipulating subdivision algorithms to achieve specific effects, and a wide array of digital resources on a dynamic companion Web site. Subdivision Methods promises to be a groundbreaking book, important for both advanced students and working professionals in the field of computer graphics.
  • Curves and Surfaces for CAGD

    A Practical Guide
    • 5th Edition
    • Gerald Farin
    • English
    This fifth edition has been fully updated to cover the many advances made in CAGD and curve and surface theory since 1997, when the fourth edition appeared. Material has been restructured into theory and applications chapters. The theory material has been streamlined using the blossoming approach; the applications material includes least squares techniques in addition to the traditional interpolation methods. In all other respects, it is, thankfully, the same. This means you get the informal, friendly style and unique approach that has made Curves and Surfaces for CAGD: A Practical Guide a true classic. The book's unified treatment of all significant methods of curve and surface design is heavily focused on the movement from theory to application. The author provides complete C implementations of many of the theories he discusses, ranging from the traditional to the leading-edge. You'll gain a deep, practical understanding of their advantages, disadvantages, and interrelationships, and in the process you'll see why this book has emerged as a proven resource for thousands of other professionals and academics.
  • Expert Systems

    The Technology of Knowledge Management and Decision Making for the 21st Century
    • 1st Edition
    • Cornelius T. Leondes
    • English
    This six-volume set presents cutting-edge advances and applications of expert systems. Because expert systems combine the expertise of engineers, computer scientists, and computer programmers, each group will benefit from buying this important reference work. An "expert system" is a knowledge-based computer system that emulates the decision-making ability of a human expert. The primary role of the expert system is to perform appropriate functions under the close supervision of the human, whose work is supported by that expert system. In the reverse, this same expert system can monitor and double check the human in the performance of a task. Human-computer interaction in our highly complex world requires the development of a wide array of expert systems.
  • The Computer Animator's Technical Handbook

    • 1st Edition
    • Lynn Pocock + 1 more
    • English
    This is a complete, in-depth reference that will be of enormous value to anyone in the computer animation field-from students to established professionals to the many traditional animators who find themselves drawn to the computer-based world. The Computer Animator's Technical Handbook distinguishes itself by giving full attention to the motion that defines animation (as opposed to the modeling that produces the still image) and the often-neglected production processes that make it possible. The work of two widely recognized computer animation experts, this book is destined to become the standard reference for professionals throughout the industry and a popular text in classrooms.
  • Computer Animation

    Algorithms and Techniques
    • 1st Edition
    • Rick Parent
    • English
    Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation: Algorithms and Techniques will help work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction-informat... you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success.
  • Visual Effects in a Digital World

    A Comprehensive Glossary of over 7000 Visual Effects Terms
    • 1st Edition
    • Karen Goulekas
    • English
    As the visual effects industry has diversified, so too have the books written to serve the needs of this industry. Today there are hundreds of highly specialized titles focusing on particular aspects of film and broadcast animation, computer graphics, stage photography, miniature photography, color theory, and many others. Visual Effects in a Digital World offers a much-needed reconsolidation of this knowledge. All of the industry's workers frequently need to understand concepts from other specialties, and this book-the only one of its kind-lets them look up and grasp the basics of any visual effects concept in a matter of seconds. It's a great way for everyone, regardless of experience, to find their way through the jargon and learn what they need to know.
  • Handbook of Process Algebra

    • 1st Edition
    • J.A. Bergstra + 2 more
    • English
    Process Algebra is a formal description technique for complex computer systems, especially those involving communicating, concurrently executing components. It is a subject that concurrently touches many topic areas of computer science and discrete math, including system design notations, logic, concurrency theory, specification and verification, operational semantics, algorithms, complexity theory, and, of course, algebra.This Handbook documents the fate of process algebra since its inception in the late 1970's to the present. It is intended to serve as a reference source for researchers, students, and system designers and engineers interested in either the theory of process algebra or in learning what process algebra brings to the table as a formal system description and verification technique. The Handbook is divided into six parts spanning a total of 19 self-contained Chapters. The organization is as follows. Part 1, consisting of four chapters, covers a broad swath of the basic theory of process algebra. Part 2 contains two chapters devoted to the sub-specialization of process algebra known as finite-state processes, while the three chapters of Part 3 look at infinite-state processes, value-passing processes and mobile processes in particular. Part 4, also three chapters in length, explores several extensions to process algebra including real-time, probability and priority. The four chapters of Part 5 examine non-interleaving process algebras, while Part 6's three chapters address process-algebra tools and applications.
  • Elsevier's Dictionary of Computer Graphics

    In English, German, French and Russian
    • 1st Edition
    • P. Manoilov + 2 more
    • English
    Elsevier's Dictionary of Computer Graphics contains 10,540 terms with more than 2,600 cross-references that are commonly used in the theory and practice of computer graphics. Included are terms from all areas related to a) the theory of computer graphics - descriptive geometry, projective geometry, topology, fractal geometry, color science; and b) the practice of computer graphics - computer-aided design (CAD) systems, technical drawing, computer art, computer animation, business graphics, scientific visualization, virtual reality, graphical programming, image processing, graphical computer devices.As well as the commonly used terms in the above-mentioned areas, the dictionary also includes terms that are currently coming into use, especially in the areas of computer-aided design systems, computer art, computer animation, virtual reality and graphical programming.Elsevier... Dictionary of Computer Graphics will be a valuable tool for engineers, scientists, artists, students and for everyone who takes an interest in computer graphics.
  • Fractals Everywhere

    • 1st Edition
    • Michael F. Barnsley
    • English
    This volume is the second edition of the highly successful Fractals Everywhere. The Focus of this text is how fractal geometry can be used to model real objects in the physical world. This edition of Fractals Everywhere is the most up-to-date fractal textbook available today.Fractals Everywhere may be supplemented by Michael F. Barnsley's Desktop Fractal Design System (version 2.0) with IBM for Macintosh software. The Desktop Fractal Design System 2.0 is a tool for designing Iterated Function Systems codes and fractal images, and makes an excellent supplement to a course on fractal geometry
  • Information Visualization

    Perception for Design
    • 1st Edition
    • Colin Ware
    • English
    This is the first book to combine a strictly scientific approach tohuman perception with a practical concern for the rules governing theeffective visual presentation of information. Surveying the researchof leading psychologists and neurophysiologists, the author isolateskey principles at work in vision and perception, and from them, derivesspecific, effective visualization techniques, suitable for a wide rangeof scenarios. You can apply these principles in ways to optimize howothers perceive visual information-resultin... in improved clarity,utility, and persuasiveness. Likewise, you can apply them to yourown exploratory data analyses to develop display strategies thatmake data patterns and their significance easier to discern.Information Visualization transcends the often-divergent approaches tovisualization taken by individual disciplines. It will prove afascinating, practical resource for anyone who uses graphicalpresentatio... as a key to successful analysis and communication:graphi... artists, user interface/interactio... designers, financialanalysts, data miners, and managers faced with information-intensiv...
  • Theory of Modeling and Simulation

    • 2nd Edition
    • Bernard P. Zeigler + 2 more
    • English
    The increased computational power and software tools available to engineers have increased the use and dependence on modeling and computer simulation throughout the design process. These tools have given engineers the capability of designing highly complex systems and computer architectures that were previously unthinkable. Every complex design project, from integrated circuits, to aerospace vehicles, to industrial manufacturing processes requires these new methods. This book fulfills the essential need of system and control engineers at all levels in understanding modeling and simulation. This book, written as a true text/reference has become a standard sr./graduate level course in all EE departments worldwide and all professionals in this area are required to update their skills.The book provides a rigorous mathematical foundation for modeling and computer simulation. It provides a comprehensive framework for modeling and simulation integrating the various simulation approaches. It covers model formulation, simulation model execution, and the model building process with its key activities model abstraction and model simplification, as well as the organization of model libraries. Emphasis of the book is in particular in integrating discrete event and continuous modeling approaches as well as a new approach for discrete event simulation of continuous processes. The book also discusses simulation execution on parallel and distributed machines and concepts for simulation model realization based on the High Level Architecture (HLA) standard of the Department of Defense.