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Books in Graphics cad hci

81-90 of 127 results in All results

Physically Based Rendering

  • 1st Edition
  • July 28, 2004
  • Matt Pharr + 2 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 3 8 9 6 - 9
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

  • 2nd Edition
  • May 5, 2004
  • Colin Ware
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 4 7 8 4 9 - 4
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-intensive challenges.

The Global Forest Products Model

  • 1st Edition
  • February 24, 2003
  • Joseph Buongiorno + 4 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 2 1 5 2 - 7
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
  • January 10, 2003
  • Ron Fosner
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 1 5 9 0 - 8
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

  • 1st Edition
  • January 3, 2003
  • Charles Poynton
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 0 4 3 0 - 8
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.insightmedia.info/newsletters.php#hdtv

Geometric Tools for Computer Graphics

  • 1st Edition
  • September 26, 2002
  • Philip Schneider + 1 more
  • English
  • Hardback
    9 7 8 - 1 - 5 5 8 6 0 - 5 9 4 - 7
  • eBook
    9 7 8 - 0 - 0 8 - 0 4 7 8 0 2 - 9
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.FeaturesFilled 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
  • July 31, 2002
  • David Luebke + 5 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 1 0 1 1 - 8
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.

Pyramid Algorithms

  • 1st Edition
  • July 10, 2002
  • Ron Goldman
  • English
  • Hardback
    9 7 8 - 1 - 5 5 8 6 0 - 3 5 4 - 7
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 1 5 4 7 - 2
Pyramid Algorithms presents a unique approach to understanding, analyzing, and computing the most common polynomial and spline curve and surface schemes used in computer-aided geometric design, employing a dynamic programming method based on recursive pyramids.The recursive pyramid approach offers the distinct advantage of revealing the entire structure of algorithms, as well as relationships between them, at a glance. This book-the only one built around this approach-is certain to change the way you think about CAGD and the way you perform it, and all it requires is a basic background in calculus and linear algebra, and simple programming skills.

Jim Blinn's Corner: Notation, Notation, Notation

  • 1st Edition
  • July 9, 2002
  • Jim Blinn
  • English
  • Paperback
    9 7 8 - 1 - 5 5 8 6 0 - 8 6 0 - 3
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 0 9 6 0 - 0
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

  • 1st Edition
  • April 12, 2002
  • Thomas Strothotte + 1 more
  • English
  • Hardback
    9 7 8 - 1 - 5 5 8 6 0 - 7 8 7 - 3
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 1 2 8 4 - 6
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-Photorealistic 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.