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Advanced RenderMan
  • Language: en
  • Pages: 592

Advanced RenderMan

From contributors to animated films such as Toy Story and A Bug's Life, comes this text to help animators create the sophisticated computer-generated special effects seen in such features as Jurassic Park.

Ray Tracing from the Ground Up
  • Language: en
  • Pages: 784

Ray Tracing from the Ground Up

  • Type: Book
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  • Published: 2016-04-19
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  • Publisher: CRC Press

With the increase in computing speed and due to the high quality of the optical effects it achieves, ray tracing is becoming a popular choice for interactive and animated rendering. This book takes readers through the whole process of building a modern ray tracer from scratch in C++. All concepts and processes are explained in detail with the aid o

Production Volume Rendering
  • Language: en
  • Pages: 357

Production Volume Rendering

  • Type: Book
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  • Published: 2012-09-25
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  • Publisher: CRC Press

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. Production Volume Rendering: Design and Implementation provides the first full account of volume rendering techniques used for feature animation and visual effects production. It covers the theoretical underpinnings as well as the implementation of a working renderer. The book offers two paths toward understanding production volume rendering. It describes: Modern production volume rendering techniques in a generic context, explaining how the techniques fit together and how the modules ...

Rendering for Beginners
  • Language: en
  • Pages: 386

Rendering for Beginners

Finally, a non-technical introduction to Pixar's RenderMan written for artists!

Complete Maya Programming Volume II
  • Language: en
  • Pages: 737

Complete Maya Programming Volume II

  • Type: Book
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  • Published: 2005-08-05
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  • Publisher: Elsevier

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 w...

OpenGL Programming Guide
  • Language: en
  • Pages: 1489

OpenGL Programming Guide

Includes Complete Coverage of the OpenGL® Shading Language! Today’s OpenGL software interface enables programmers to produce extraordinarily high-quality computer-generated images and interactive applications using 2D and 3D objects, color images, and programmable shaders. OpenGL® Programming Guide: The Official Guide to Learning OpenGL®, Version 4.3, Eighth Edition, has been almost completely rewritten and provides definitive, comprehensive information on OpenGL and the OpenGL Shading Language. This edition of the best-selling “Red Book” describes the features through OpenGL version 4.3. It also includes updated information and techniques formerly covered in OpenGL® Shading Langua...

Computer Animation and Simulation ’97
  • Language: en
  • Pages: 204

Computer Animation and Simulation ’97

The contributions to this book address the problem of synthesizing the realistic movement and behaviour of human-like characters, simulated animals, fluids, and other dynamic phenomena. The animation techniques are driven by the goals of efficiency, as required by real-time interactive animations, and quality, as demanded by animations used in feature films. This series of workshops provides a high-quality international forum for the exchange of new ideas related to the themes of character animation, simulation of dynamic natural phenomena, motion capture and analysis, physically-based modeling, behavioral animation, and visualization.

Computer Graphics And Applications - Proceedings Of The Third Pacific Conference On Computer Graphics And Applications, Pacific Graphics'95
  • Language: en
  • Pages: 546

Computer Graphics And Applications - Proceedings Of The Third Pacific Conference On Computer Graphics And Applications, Pacific Graphics'95

Pacific Graphics is an international conference on computer graphics and applications. The conference will provide a forum for researchers, developers, and practitioners to exchange ideas and discuss future directions of computer graphics. The past two conferences were held in Korea (1993) and China (1994), and future conferences are planned in Taiwan (1996), Korea (1997), and Singapore (1998).

Parallel Problem Solving from Nature - PPSN V
  • Language: en
  • Pages: 1076

Parallel Problem Solving from Nature - PPSN V

This book constitutes the refereed proceedings of the 5th International Conference on Parallel Problem Solving from Nature, PPSN V, held in Amsterdam, The Netherlands, in September 1998. The 101 papers included in their revised form were carefully reviewed and selected from a total of 185 submissions. The book is divided into topical sections on convergence theory; fitness landscape and problem difficulty; noisy and non-stationary objective functions; multi-criteria and constrained optimization; representative issues; selection, operators, and evolution schemes; coevolution and learning; cellular automata, fuzzy systems, and neural networks; ant colonies, immune systems, and other paradigms; TSP, graphs, and satisfiability; scheduling, partitioning, and packing; design and telecommunications; and model estimations and layout problems.

OpenGL Insights
  • Language: en
  • Pages: 715

OpenGL Insights

  • Type: Book
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  • Published: 2012-07-23
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  • Publisher: CRC Press

Get Real-World Insight from Experienced Professionals in the OpenGL Community With OpenGL, OpenGL ES, and WebGL, real-time rendering is becoming available everywhere, from AAA games to mobile phones to web pages. Assembling contributions from experienced developers, vendors, researchers, and educators, OpenGL Insights presents real-world techniques for intermediate and advanced OpenGL, OpenGL ES, and WebGL developers. Go Beyond the Basics The book thoroughly covers a range of topics, including OpenGL 4.2 and recent extensions. It explains how to optimize for mobile devices, explores the design of WebGL libraries, and discusses OpenGL in the classroom. The contributors also examine asynchronous buffer and texture transfers, performance state tracking, and programmable vertex pulling. Sharpen Your Skills Focusing on current and emerging techniques for the OpenGL family of APIs, this book demonstrates the breadth and depth of OpenGL. Readers will gain practical skills to solve problems related to performance, rendering, profiling, framework design, and more.