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Complete Maya Programming Volume II

  • 1st Edition
  • Volume 2
  • August 5, 2005
  • David Gould
  • English
  • Paperback
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  • eBook
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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.

MEL Scripting for Maya Animators

  • 2nd Edition
  • July 25, 2005
  • Mark R. Wilkins + 1 more
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 0 8 8 7 9 3 - 4
  • eBook
    9 7 8 - 0 - 0 8 - 0 4 7 0 7 1 - 9
Trying to learn Maya programming from the documentation can be daunting whether or not you are a programmer. The first edition of MEL Scripting for Maya Animators earned the reputation as the best introductory book on MEL, Maya’s scripting language. Now fully revised and updated, the second edition also includes new features, such as a discussion of global procedures, new chapters on fixing programming bottlenecks, advanced user interface techniques, and optimizing character rigs. New chapters on utility nodes and Maya's Web Panel feature provide new ideas on how to use MEL in applications. This new edition has kept the popular style of the first edition that offered very clear explanations of programming concepts to those without programming experience. A generous collection of code examples and Maya scene files is included on the companion Web site. This is a book for animators, artists, game developers, visual effects developers, and technical directors who want to learn the fundamentals of Maya, how to automate tasks, personalize user interfaces, build custom tools, and solve problems with MEL.

Advanced Computer-Aided Fixture Design

  • 1st Edition
  • May 9, 2005
  • Yiming (Kevin) Rong + 1 more
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 5 9 4 7 5 1 - 0
  • eBook
    9 7 8 - 0 - 0 8 - 0 4 8 8 2 7 - 1
Fixtures--the component or assembly that holds a part undergoing machining--must be designed to fit the shape of that part and the type of machining being done. This book discusses the fundamentals of Computer-Aided Fixture Design (CAFD) techniques and covers fixture planning, fixture design (both modular and dedicated fixtures), fixture design verifications, and the overall integration with CAD/CAM. The book shows how CAFD may lead to a significant reduction of product and process development time and production cost, and how CAFD can increase quality assurance through simulation and science-based technical specification and cost estimation in business quoting, especially in current supplier-based manufacturing. It also provides case study examples.

Advanced Graphics Programming Using OpenGL

  • 1st Edition
  • February 17, 2005
  • Tom McReynolds + 1 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 4 7 5 7 2 - 1
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
  • December 9, 2004
  • Grant Malcolm
  • English
  • eBook
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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
  • November 15, 2004
  • Steve Cunningham + 1 more
  • English
  • Hardback
    9 7 8 - 0 - 1 2 - 0 8 8 4 0 0 - 1
  • eBook
    9 7 8 - 0 - 0 8 - 0 4 7 4 7 7 - 9
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

  • 1st Edition
  • September 29, 2004
  • Richard Munden
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 4 7 5 9 2 - 9
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

  • 2nd Edition
  • September 28, 2004
  • Matt Pharr + 1 more
  • English
  • eBook
    9 7 8 - 0 - 1 2 - 3 7 8 5 8 0 - 0
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

  • 1st Edition
  • Volume 13
  • September 23, 2004
  • Gerhard Joubert + 3 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 3 8 4 3 - 3
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

  • 1st Edition
  • August 6, 2004
  • Reinhard Klette + 1 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 4 7 7 2 6 - 8
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.