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EBookClubs

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Book Introduction to 3D game programming with DirectX 9 0

Download or read book Introduction to 3D game programming with DirectX 9 0 written by and published by Jones & Bartlett Learning. This book was released on with total page 423 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book OpenGL     Build high performance graphics

Download or read book OpenGL Build high performance graphics written by Muhammad Mobeen Movania and published by Packt Publishing Ltd. This book was released on 2017-05-29 with total page 982 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gain proficiency with OpenGL and build compelling graphics for your games and applications About This Book Get to grips with a wide range of techniques for implementing shadows using shadow maps, shadow volumes, and more Explore interactive, real-time visualizations of large 2D and 3D datasets or models, including the use of more advanced techniques such as stereoscopic 3D rendering Create stunning visuals on the latest platforms including mobile phones and state-of-the-art wearable computing devices Who This Book Is For The course is appropriate for anyone who wants to develop the skills and techniques essential for working with OpenGL to develop compelling 2D and 3D graphics. What You Will Learn Off-screen rendering and environment mapping techniques to render mirrors Shadow mapping techniques, including variance shadow mapping Implement a particle system using shaders Utilize noise in shaders Make use of compute shaders for physics, animation, and general computing Create interactive applications using GLFW to handle user inputs and the Android Sensor framework to detect gestures and motions on mobile devices Use OpenGL primitives to plot 2-D datasets (such as time series) dynamically Render complex 3D volumetric datasets with techniques such as data slicers and multiple viewpoint projection In Detail OpenGL is a fully functional, cross-platform API widely adopted across the industry for 2D and 3D graphics development. It is mainly used for game development and applications, but is equally popular in a vast variety of additional sectors. This practical course will help you gain proficiency with OpenGL and build compelling graphics for your games and applications. OpenGL Development Cookbook – This is your go-to guide to learn graphical programming techniques and implement 3D animations with OpenGL. This straight-talking Cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL. Full of practical techniques for implementing amazing computer graphics and visualizations using OpenGL. OpenGL 4.0 Shading Language Cookbook, Second Edition – With Version 4, the language has been further refined to provide programmers with greater power and flexibility, with new stages such as tessellation and compute. OpenGL Shading Language 4 Cookbook is a practical guide that takes you from the fundamentals of programming with modern GLSL and OpenGL, through to advanced techniques. OpenGL Data Visualization Cookbook - This easy-to-follow, comprehensive Cookbook shows readers how to create a variety of real-time, interactive data visualization tools. Each topic is explained in a step-by-step format. A range of hot topics is included, including stereoscopic 3D rendering and data visualization on mobile/wearable platforms. By the end of this guide, you will be equipped with the essential skills to develop a wide range of impressive OpenGL-based applications for your unique data visualization needs. This Learning Path combines some of the best that Packt has to offer in one complete, curated package. It includes content from the following Packt products, OpenGL Development Cookbook by Muhammad Mobeen Movania, OpenGL 4.0 Shading Language Cookbook, Second Edition by David Wolff, OpenGL Data Visualization Cookbook by Raymond C. H. Lo, William C. Y. Lo Style and approach Full of easy-to-follow hands-on tutorials, this course teaches you to develop a wide range of impressive OpenGL-based applications in a step-by-step format.

Book OpenGL Development Cookbook

Download or read book OpenGL Development Cookbook written by Muhammad Mobeen Movania and published by Packt Publishing Ltd. This book was released on 2013-01-01 with total page 515 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book is written in a Cookbook format with practical recipes aimed at helping you exploit OpenGL to its full potential. This book is targeted towards intermediate OpenGL programmers. However, those who are new to OpenGL and know an alternate API like DirectX might also find these recipes useful to create OpenGL animations.

Book Advanced Animation with DirectX

Download or read book Advanced Animation with DirectX written by Jim Adams and published by Course Technology. This book was released on 2003 with total page 484 pages. Available in PDF, EPUB and Kindle. Book excerpt: Annotation You?ve tackled the basics. You can blend textures and manipulate vertex buffers with the best of them. So what now? "Advanced Animation with DirectX" will show you how to move beyond the basics and into the amazing world of advanced animation techniques. Get ready to jump right in, because this book starts off with a bang. There is no time wasted on basic concepts that you?ve already mastered. Instead, you'll learn the techniques you need to create seamless timing, skeletal animations, and cloth simulations. Don't let the pros have all the fun! With "Advanced Animation with DirectX" by your side, you'll learn how to use cutting-edge animation techniques, from real-time cloth simulations and lip-synced facial animation to animated textures and a physics-based rag-doll animation system. If you're bored with the basics and ready to get down to the nitty-gritty of truly spectacular animation with DirectX, you've come to the right place

Book NASA Technical Paper

Download or read book NASA Technical Paper written by and published by . This book was released on 1980 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Computer Vision Computer Graphics Collaboration Techniques

Download or read book Computer Vision Computer Graphics Collaboration Techniques written by André Gagalowicz and published by Springer. This book was released on 2007-06-06 with total page 633 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Third International Conference on Computer Vision/Computer Graphics collaboration techniques involving image analysis/synthesis approaches MIRAGE 2007, held in Rocquencourt, France, in March 2007. The 55 revised full cover foundational, methodological, and application issues.

Book Physical Review

Download or read book Physical Review written by and published by . This book was released on 1995-09 with total page 1216 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Windows Graphics Programming

Download or read book Windows Graphics Programming written by Feng Yuan and published by Prentice Hall Professional. This book was released on 2001 with total page 1283 pages. Available in PDF, EPUB and Kindle. Book excerpt: Currently, there aren't any good books on Windows graphics programming. Programmers looking for help are left to muddle their way through online documentation and API books that don't focus on this topic. This book paves new ground, covering actual graphics implementation, hidden restrictions, and performance issues programmers need to know about.

Book WIND

    Book Details:
  • Author : George S. Dulikravich
  • Publisher :
  • Release : 1980
  • ISBN :
  • Pages : 24 pages

Download or read book WIND written by George S. Dulikravich and published by . This book was released on 1980 with total page 24 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book The Material Point Method

Download or read book The Material Point Method written by Vinh Phu Nguyen and published by Springer Nature. This book was released on 2023-04-11 with total page 475 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an introduction to the fundamental theory, practical implementation, and core and emerging applications of the material point method (MPM) and its variants. The MPM combines the advantages of both finite element analysis (FEM) and meshless/meshfree methods (MMs) by representing the material by a set of particles overlaid on a background mesh that serves as a computational scratchpad. The book shows how MPM allows a robust, accurate, and efficient simulation of a wide variety of material behaviors without requiring overly complex implementations. MPM and its variants have been shown to be successful in simulating a large number of high deformation and complicated engineering problems such as densification of foam, sea ice dynamics, landslides, and energetic device explosions, to name a few, and have recently found applications in the movie industry. It is hoped that this comprehensive exposition on MPM variants and their applications will not only provide an opportunity to re-examine previous contributions, but also to re-organize them in a coherent fashion and in anticipation of new advances. Sample algorithms for the solutions of benchmark problems are provided online so that researchers and graduate students can modify these algorithms and develop their own solution algorithms for specific problems. The goal of this book is to provide students and researchers with a theoretical and practical knowledge of the material point method to analyze engineering problems, and it may help initiate and promote further in-depth studies on the subjects discussed.

Book Advanced Visual Effects with Direct 3d

Download or read book Advanced Visual Effects with Direct 3d written by Peter Walsh and published by Course Technology. This book was released on 2006 with total page 528 pages. Available in PDF, EPUB and Kindle. Book excerpt: Are you ready to take your game development skills to the cutting edge? Advanced Visual Effects with Direct3D takes you on an incredible journey through the world of advanced game development. Learn the hottest topics and newest techniques to make your games a step above the rest. Using the Direct3D programming language, Advanced Visual Effects with Direct3D combines production-quality and fully optimized code with simple language so that you can quickly and easily expand your game development knowledge without being bogged down in confusing jargon or game development basics. This book covers the high-level skills that you are required to know in the competitive game development industry. You will learn everything from how to implement HLSL shaders into an engine to how to write an advanced particle system, how to use volumetric shadowing, and how to develop advanced vertex skinned animations - and everything in between! A sample application at the end of this book shows you the incredible results that come from combining these advanced level game development skills and techniques. Are you ready to be unstoppable?

Book Digital Image Processing and Analysis

Download or read book Digital Image Processing and Analysis written by Scott E Umbaugh and published by CRC Press. This book was released on 2017-11-30 with total page 873 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital image processing and analysis is a field that continues to experience rapid growth, with applications in many facets of our lives. Areas such as medicine, agriculture, manufacturing, transportation, communication systems, and space exploration are just a few of the application areas. This book takes an engineering approach to image processing and analysis, including more examples and images throughout the text than the previous edition. It provides more material for illustrating the concepts, along with new PowerPoint slides. The application development has been expanded and updated, and the related chapter provides step-by-step tutorial examples for this type of development. The new edition also includes supplementary exercises, as well as MATLAB-based exercises, to aid both the reader and student in development of their skills.

Book CAS2D  FORTRAN Program for Nonrotating Blade to blade  Steady  Potential Transonic Cascade Flows

Download or read book CAS2D FORTRAN Program for Nonrotating Blade to blade Steady Potential Transonic Cascade Flows written by Djordje S. Dulikravich and published by . This book was released on 1980 with total page 40 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Landslide Science for a Safer Geoenvironment

Download or read book Landslide Science for a Safer Geoenvironment written by Kyoji Sassa and published by Springer. This book was released on 2014-05-21 with total page 690 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume contains peer-reviewed papers from the Third World Landslide Forum organized by the International Consortium on Landslides (ICL) in June 2014. The complete collection of papers from the Forum is published in three full-color volumes and one mono-color volume.

Book In the Mind of a Game

Download or read book In the Mind of a Game written by John P. Flynt and published by Course Technology. This book was released on 2006 with total page 392 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the Mind of a Game provides a core set of historical, theoretical, and critical writings on computer game studies. The topics it incorporates span the academic and industrial spectra and furnish more than a simple anthology of critical essays. It can serve as a valuable resource for professional game developers, and it furnishes a ready asset for teachers and students involved in game development or literary, film, and game criticism; professional and academic critical writers; and students in the arts and humanities who seek computer games as a topic of critical writing. It provides philosophical, anthropological, and sociological views of computer games, and it incorporates topics from discourse theory and cognitive psychology to provide perspectives on the culture of computer game playing and game development. Coverage includes discussion of the development, use, marketing, financing, criticism, and consumption of computer games. Two chapters offer a personalized account of the author's direct experience developing a computer game.

Book Real Time Rendering

    Book Details:
  • Author : Gabriyel Wong
  • Publisher : CRC Press
  • Release : 2017-12-19
  • ISBN : 1466583606
  • Pages : 223 pages

Download or read book Real Time Rendering written by Gabriyel Wong and published by CRC Press. This book was released on 2017-12-19 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: Consumers today expect extremely realistic imagery generated in real time for interactive applications such as computer games, virtual prototyping, and scientific visualisation. However, the increasing demands for fidelity coupled with rapid advances in hardware architecture pose a challenge: how do you find optimal, sustainable solutions to accommodate both speed of rendering and quality? Real-Time Rendering: Computer Graphics with Control Engineering presents a novel framework for solving the perennial challenge of resource allocation and the trade-off between quality and speed in interactive computer graphics rendering. Conventional approaches are mainly based on heuristics and algorithms, are largely application specific, and offer fluctuating performance, particularly as applications become more complex. The solution proposed by the authors draws on powerful concepts from control engineering to address these shortcomings. Expanding the horizon of real-time rendering techniques, this book: Explains how control systems work with real-time computer graphics Proposes a data-driven modelling approach that more accurately represents the system behaviour of the rendering process Develops a control system strategy for linear and non-linear models using proportional, integral, derivative (PID) and fuzzy control techniques Uses real-world data from rendering applications in proof-of-concept experiments Compares the proposed solution to existing techniques Provides practical details on implementation, including references to tools and source code This pioneering work takes a major step forward by applying control theory in the context of a computer graphics system. Promoting cross-disciplinary research, it offers guidance for anyone who wants to develop more advanced solutions for real-time computer graphics rendering.