Welcome to our book review site go-pdf.online!

You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.

Sign up

The Magic of Computer Graphics
  • Language: en
  • Pages: 462

The Magic of Computer Graphics

  • Type: Book
  • -
  • Published: 2011-06-01
  • -
  • Publisher: CRC Press

Computer graphics is a vast field that is becoming larger every day. It is impossible to cover every topic of interest, even within a specialization such as CG rendering. For many years, Noriko Kurachi has reported on the latest developments for Japanese readers in her monthly column for CG World. Being something of a pioneer herself, she selected topics that represented original and promising new directions for research. Many of these novel ideas are the topics covered in The Magic of Computer Graphics. Starting from the basic behavior of light, the first section of the book introduces the most useful techniques for global and local illumination using geometric descriptions of an environment. The second section goes on to describe image-based techniques that rely on captured data to do their magic. In the final section, the author looks at the synthesis of these two complementary approaches and what they mean for the future of computer graphics.

High Dynamic Range Imaging
  • Language: en
  • Pages: 673

High Dynamic Range Imaging

High Dynamic Range Imaging, Second Edition, is an essential resource for anyone working with images, whether it is for computer graphics, film, video, photography, or lighting design. It describes HDRI technology in its entirety and covers a wide-range of topics, from capture devices to tone reproduction and image-based lighting. The techniques described enable students to produce images that have a dynamic range much closer to that found in the real world, leading to an unparalleled visual experience. This revised edition includes new chapters on High Dynamic Range Video Encoding, High Dynamic Range Image Encoding, and High Dynamic Range Display Devices. All existing chapters have been upda...

Advanced High Dynamic Range Imaging
  • Language: en
  • Pages: 280

Advanced High Dynamic Range Imaging

  • Type: Book
  • -
  • Published: 2011-02-10
  • -
  • Publisher: CRC Press

Imaging techniques seek to simulate the array of light that reaches our eyes to provide the illusion of sensing scenes directly. Both photography and computer graphics deal with the generation of images. Both disciplines have to cope with the high dynamic range in the energy of visible light that human eyes can sense. Traditionally photography and computer graphics took different approaches to the high dynamic range problem. Work over the last ten years though has unified these disciplines and created powerful new tools for the creation of complex, compelling and realistic images. This book provides a practical introduction to the emerging new discipline of high dynamic range imaging that combines photography and computer graphics. By providing detailed equations and code, the book gives the reader the tools needed to experiment with new techniques for creating compelling images. A supplemental website contains downloads and additional information.

Beginning Digital Image Processing
  • Language: en
  • Pages: 302

Beginning Digital Image Processing

  • Type: Book
  • -
  • Published: 2010-09-08
  • -
  • Publisher: Apress

Since the advent of digital photography, we have been able to post-process our pictures. However, to do it properly, we have to become digital art apprentices. Sebastian Montabone is a computer vision expert who wants us to use our cameras and image processing software to come up with works of art. In this book, he teaches image processing techniques of ascending difficulty based on freely available tools. The book teaches you to use the best tools for the job, and it focuses on the techniques, not the environments or toolchains in which they run. Also in this book, you'll learn about the Canon Hack Development Kit (CHDK), which expands the features of some cameras.

Fundamentals of Computer Graphics
  • Language: en
  • Pages: 771

Fundamentals of Computer Graphics

  • Type: Book
  • -
  • Published: 2018-10-24
  • -
  • Publisher: CRC Press

Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourt...

Advances in Artificial Reality and Tele-Existence
  • Language: en
  • Pages: 1367

Advances in Artificial Reality and Tele-Existence

This book constitutes the refereed proceedings of the 16th International Conference on Artificial Reality and Telexistence, ICAT 2006, held in Hangzhou, China in November/December 2006. The 138 revised papers cover anthropomorphic intelligent robotics, artificial life, augmented reality, distributed and collaborative VR system, motion tracking, real time computer simulation virtual reality, as well as VR interaction and navigation techniques.

Physically Based Shader Development for Unity 2017
  • Language: en
  • Pages: 242

Physically Based Shader Development for Unity 2017

  • Type: Book
  • -
  • Published: 2017-12-06
  • -
  • Publisher: Apress

Benefit from the latest rendering tech developments, currently covered only in papers and talks from Siggraph, in a way any developer or technical artist using Unity can take advantage of. This book starts by introducing how shader programming works in general, the common principles of different platforms (OpenGL, Vulkan, and DirectX), and the shading languages Unity uses: Cg, GLSL, and ShaderLab. Physically Based Shader Development for Unity 2017 discusses artistic choices, presenting various techniques (such as translucency and subsurface scattering) and BRDFs (Oren-Nayar, Cook-Torrance, and Ashikhmin-Shirley), and what they can be used for. Finally you’ll cover the importance of optimiz...

Fundamentals of Computer Graphics
  • Language: en
  • Pages: 749

Fundamentals of Computer Graphics

  • Type: Book
  • -
  • Published: 2018-10-24
  • -
  • Publisher: CRC Press

Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourt...

High Performance Visualization
  • Language: en
  • Pages: 514

High Performance Visualization

  • Type: Book
  • -
  • Published: 2012-10-25
  • -
  • Publisher: CRC Press

Visualization and analysis tools, techniques, and algorithms have undergone a rapid evolution in recent decades to accommodate explosive growth in data size and complexity and to exploit emerging multi- and many-core computational platforms. High Performance Visualization: Enabling Extreme-Scale Scientific Insight focuses on the subset of scientific visualization concerned with algorithm design, implementation, and optimization for use on today’s largest computational platforms. The book collects some of the most seminal work in the field, including algorithms and implementations running at the highest levels of concurrency and used by scientific researchers worldwide. After introducing th...

Real-Time Shader Programming
  • Language: en
  • Pages: 426

Real-Time Shader Programming

Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, this title provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders.