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Books in Graphics cad hci

91-100 of 127 results in All results

Subdivision Methods for Geometric Design

  • 1st Edition
  • November 1, 2001
  • Joe Warren + 1 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 4 9 8 3 2 - 4
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

  • 5th Edition
  • October 22, 2001
  • Gerald Farin
  • English
  • Hardback
    9 7 8 - 1 - 5 5 8 6 0 - 7 3 7 - 8
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 0 3 5 4 - 7
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

  • 1st Edition
  • September 26, 2001
  • Cornelius T. Leondes
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 3 1 4 5 - 8
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.

Computer Animation

  • 1st Edition
  • August 22, 2001
  • Rick Parent
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 0 2 5 0 - 2
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-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.

Visual Effects in a Digital World

  • 1st Edition
  • July 27, 2001
  • Karen Goulekas
  • English
  • Paperback
    9 7 8 - 0 - 1 2 - 2 9 3 7 8 5 - 9
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 2 0 7 1 - 1
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
  • March 16, 2001
  • J.A. Bergstra + 2 more
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 3 3 6 7 - 4
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.

An Introduction to NURBS

  • 1st Edition
  • July 21, 2000
  • David F. Rogers
  • English
  • Hardback
    9 7 8 - 1 - 5 5 8 6 0 - 6 6 9 - 2
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 0 9 2 0 - 4
The latest from a computer graphics pioneer, An Introduction to NURBS is the ideal resource for anyone seeking a theoretical and practical understanding of these very important curves and surfaces. Beginning with Bézier curves, the book develops a lucid explanation of NURBS curves, then does the same for surfaces, consistently stressing important shape design properties and the capabilities of each curve and surface type. Throughout, it relies heavily on illustrations and fully worked examples that will help you grasp key NURBS concepts and deftly apply them in your work. Supplementing the lucid, point-by-point instructions are illuminating accounts of the history of NURBS, written by some of its most prominent figures. Whether you write your own code or simply want deeper insight into how your computer graphics application works, An Introduction to NURBS will enhance and extend your knowledge to a degree unmatched by any other resource.

Advanced RenderMan

  • 1st Edition
  • December 8, 1999
  • Anthony A. Apodaca + 1 more
  • English
  • Paperback
    9 7 8 - 1 - 5 5 8 6 0 - 6 1 8 - 0
Advanced RenderMan: Creating CGI for Motion Pictures is precisely what you and other RenderMan users are dying for. Written by the world's foremost RenderMan experts, it offers thoroughly updated coverage of the standard while moving beyond the scope of the original RenderMan Companion to provide in-depth information on dozens of advanced topics. Both a reference and a tutorial, this book will quickly prove indispensable, whether you're a technical director, graphics programmer, modeler, animator, or hobbyist.

The Art and Science of Digital Compositing

  • 1st Edition
  • June 2, 1999
  • Ron Brinkmann
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 4 9 9 3 2 - 1
Computer-generated visual effects are now used extensively in feature films, commercials, music videos, and multimedia. The backbone of this process, the final and most important step, is known as digital compositing. The Art and Science of Digital Compositing is a comprehensive reference that provides a complete overview of the technical and the artistic nature of this process. This book 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 both an introduction to the field as well as a valuable technical reference, this book should be of interest to both novices and professionals alike. Written by a working professional in the visual effects industry, the book provides over 250 different images and illustrations (including a 40-page color insert) as well as a complete glossary of compositing and visual-effects terminology. Also included are in-depth case studies from well-known films such as Speed, Independence Day, and Titanic.

Chaos and Fractals

  • 1st Edition
  • August 3, 1998
  • C.A. Pickover
  • English
  • eBook
    9 7 8 - 0 - 0 8 - 0 5 2 8 8 6 - 1
These days computer-generated fractal patterns are everywhere, from squiggly designs on computer art posters to illustrations in the most serious of physics journals. Interest continues to grow among scientists and, rather surprisingly, artists and designers. This book provides visual demonstrations of complicated and beautiful structures that can arise in systems, based on simple rules. It also presents papers on seemingly paradoxical combinations of randomness and structure in systems of mathematical, physical, biological, electrical, chemical, and artistic interest. Topics include: iteration, cellular automata, bifurcation maps, fractals, dynamical systems, patterns of nature created through simple rules, and aesthetic graphics drawn from the universe of mathematics and art.Chaos and Fractals is divided into six parts: Geometry and Nature; Attractors; Cellular Automata, Gaskets, and Koch Curves; Mandelbrot, Julia and Other Complex Maps; Iterated Function Systems; and Computer Art.Additionally, information on the latest practical applications of fractals and on the use of fractals in commercial products such as the antennas and reaction vessels is presented. In short, fractals are increasingly finding application in practical products where computer graphics and simulations are integral to the design process. Each of the six sections has an introduction by the editor including the latest research, references, and updates in the field. This book is enhanced with numerous color illustrations, a comprehensive index, and the many computer program examples encourage reader involvement.