Rotation transforms are used everywhere in computer graphics from rotating pictures in editing software, to providing an arbitrary view of a 3D virtual environment.
Accurate Visual Metrology from Single and Multiple Uncalibrated Images presents novel techniques for constructing three-dimensional models from bi-dimensional images using virtual reality tools.
SummaryGnuplot in Action, Second Edition is a major revision of this popular and authoritative guide for developers, engineers, and scientists who want to learn and use gnuplot effectively.
En un mundo donde la velocidad y la calidad del software son esenciales, la implementación de Integración Continua (CI) y Despliegue Continuo (CD) se ha convertido en un estándar imprescindible.
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.
Written for researchers and developers applying Integrated Function Systems in the creation of fractal images, this book presents a modification of a widely used probabilistic algorithm for generating IFS-encoded images.
Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering.
This undergraduate-level computer graphics text provides the reader with conceptual and practical insights into how to approach building a majority of the interactive graphics applications they encounter daily.
Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues.
Written for game programmers and developers, this book covers GPU techniques and supporting applications that are commonly used in games and similar real-time 3D applications.
Learn Two Popular Programming Languages in a Single VolumeWidely used by scientists and engineers, well-established MATLAB and open-source Octave are similar software programs providing excellent capabilities for data analysis, visualization, and more.
Together with its compagnion volume this book presents a practical introduction to computing spline functions, the fundamental tools for fitting curves and surfaces in computer-aided design (CAD) and computer graphics.
GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike.
While Java texts are plentiful, it's difficult to find one that takes a real-world approach, and encourages novice programmers to build on their Java skills through practical exercise.
Walk with veteran author Andrew Glassner; see exactly how each of his pieces evolves, including the mistakes he's made along the way (and how to fix them!
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.
This book focuses on the intelligent perception and interaction module in intelligent robotic systems, establishes a multidisciplinary cross-fertilization knowledge system, explores the related technology frontiers and research frontiers as comprehensively as possible from the perspective of scene modeling and understanding, and develops a practical exposition of practical application tasks such as robotic navigation, obstacle avoidance, and grasping.
The WebGPU Sourcebook: High-Performance Graphics and Machine Learning in the Browser explains how to code web applications that access the client's graphics processor unit, or GPU.
The WebGPU Sourcebook: High-Performance Graphics and Machine Learning in the Browser explains how to code web applications that access the client's graphics processor unit, or GPU.
The ubiquity of computer-generated imagery around us, in movies, advertising or on the Internet is already being taken for granted and what impresses most people is the photorealistic quality of the images.
Expert Guidance on the Math Needed for 3D Game ProgrammingDeveloped from the authors' popular Game Developers Conference (GDC) tutorial, Essential Mathematics for Games and Interactive Applications, Third Edition illustrates the importance of mathematics in 3D programming.
Shader gelten oft als mystisch und schwer zu entwickeln, selbst für erfahrene Programmierer, Künstler und Entwickler aus anderen Bereichen des Spieldesigns.
Tauchen Sie mit Python verstehen leicht gemacht in die Welt der Programmierung ein und entdecken Sie die faszinierenden Möglichkeiten, die Python Ihnen bietet.
This book tells the story of building digital virtual human models in the context of the background, choices, and occurrences that shaped the author's own involvement and personal evolution.
In GPU Pro5: Advanced Rendering Techniques, section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Marius Bjorge have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming.
An In-Depth, Practical Guide to GPGPU Programming Using Direct3D 11GPGPU Programming for Games and Science demonstrates how to achieve the following requirements to tackle practical problems in computer science and software engineering:RobustnessAccuracySpeedQuality source code that is easily maintained, reusable, and readableThe book primarily add
Incorporating both historical techniques and the most recent developments in computer graphics, Shader Writing in Open Shading Language is a treatise on OSL shader writing and shader development that intends to remedy the current lack of material on this important area of technical and artistic expertise.
Due to limited publicly available software and lack of documentation, those involved with production volume rendering often have to start from scratch creating the necessary elements to make their system work.
Supported with code examples and the authors' real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind.
This book gathers peer-reviewed papers presented at the International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage (EARTH2023), held in Brixen, Italy, in June 2023.