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Book Volume Scene Graphs

    Book Details:
  • Author : David Robert Nadeau
  • Publisher :
  • Release : 2002
  • ISBN :
  • Pages : 478 pages

Download or read book Volume Scene Graphs written by David Robert Nadeau and published by . This book was released on 2002 with total page 478 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Spherical Techniques and Their Applications in a Scene Graph System  Collision Detection and Occlusion Culling

Download or read book Spherical Techniques and Their Applications in a Scene Graph System Collision Detection and Occlusion Culling written by Christoph Fünfzig and published by Cuvillier Verlag. This book was released on 2007 with total page 168 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book GPU Based Techniques for Global Illumination Effects

Download or read book GPU Based Techniques for Global Illumination Effects written by Laszlo Szirmay-Kalos and published by Springer Nature. This book was released on 2022-05-31 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography

Book Graphics and Visualization

Download or read book Graphics and Visualization written by T. Theoharis and published by CRC Press. This book was released on 2008-05-30 with total page 776 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a comprehensive introduction to visual computing, dealing with the modeling and synthesis of visual data by means of computers. What sets this book apart from other computer graphics texts is the integrated coverage of computer graphics and visualization topics, including important techniques such as subdivision and multi-resolution mo

Book Data Structures

    Book Details:
  • Author :
  • Publisher : PediaPress
  • Release :
  • ISBN :
  • Pages : 681 pages

Download or read book Data Structures written by and published by PediaPress. This book was released on with total page 681 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book 3D Rendering

    Book Details:
  • Author :
  • Publisher : PediaPress
  • Release :
  • ISBN :
  • Pages : 363 pages

Download or read book 3D Rendering written by and published by PediaPress. This book was released on with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Virtual Reality

    Book Details:
  • Author : Randall Shumaker
  • Publisher : Springer
  • Release : 2007-08-24
  • ISBN : 3540733353
  • Pages : 775 pages

Download or read book Virtual Reality written by Randall Shumaker and published by Springer. This book was released on 2007-08-24 with total page 775 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Second International Conference on Virtual Reality, ICVR 2007, held in Beijing, China. It covers 3D rendering and visualization, interacting and navigating in virtual and augmented environments, industrial applications of virtual reality, as well as health, cultural, educational and entertainment applications.

Book Advances in Geometric Modeling and Processing

Download or read book Advances in Geometric Modeling and Processing written by Falai Chen and published by Springer. This book was released on 2008-04-30 with total page 615 pages. Available in PDF, EPUB and Kindle. Book excerpt: GeometricModelingandProcessing(GMP)isabiennialinternationalconference on geometric modeling, simulation and computing, which provides researchers and practitioners with a forum for exchanging new ideas, discussing new app- cations, and presenting new solutions. Previous GMP conferences were held in Pittsburgh (2006), Beijing (2004), Tokyo (2002), and Hong Kong (2000). This, the 5th GMP conference, was held in Hangzhou, one of the most beautiful cities in China. GMP 2008 received 113 paper submissions, covering a wide spectrum of - ometric modeling and processing, such as curves and surfaces, digital geometry processing, geometric feature modeling and recognition, geometric constraint solving, geometric optimization, multiresolution modeling, and applications in computer vision, image processing, scienti?c visualization, robotics and reverse engineering. Each paper was reviewed by at least three members of the program committee andexternalreviewers.Basedonthe recommendations ofthe revi- ers, 34 regular papers were selected for oral presentation, and 17 short papers were selected for poster presentation. All selected papers are included in these proceedings. We thank all authors, external reviewers and program committee members for their great e?ort and contributions, which made this conference a success.

Book Game Coding Complete

Download or read book Game Coding Complete written by Mike McShaffry and published by . This book was released on 2005 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Coding Complete, Second Edition is the essential hands-on guide to developing commercial quality games written by master game programmer, Mike McSahffry. This must-have second edition has been expanded from the bestselling first edition to include the absolute latest in exciting new techniques in game interface design programming, game audio programming, game scripting, 3D programming, network game programming and gam engine technology. All of the code in the book has been completely updated to work with all of the latest compiler technology.

Book Real Time Rendering  Fourth Edition

Download or read book Real Time Rendering Fourth Edition written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2018-08-06 with total page 1199 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

Book Bounding Volume

    Book Details:
  • Author : Fouad Sabry
  • Publisher : One Billion Knowledgeable
  • Release : 2024-05-04
  • ISBN :
  • Pages : 122 pages

Download or read book Bounding Volume written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2024-05-04 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is Bounding Volume In computer graphics and computational geometry, a bounding volume for a set of objects is a closed region that completely contains the union of the objects in the set. Bounding volumes are used to improve the efficiency of geometrical operations, such as by using simple regions, having simpler ways to test for overlap. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Bounding volume Chapter 2: Sphere Chapter 3: Ellipsoid Chapter 4: Collision detection Chapter 5: Cone Chapter 6: Cylinder Chapter 7: Convex polytope Chapter 8: Bounding volume hierarchy Chapter 9: Minimum bounding box Chapter 10: Geometric separator (II) Answering the public top questions about bounding volume. (III) Real world examples for the usage of bounding volume in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Bounding Volume.

Book Advanced Methods in Computer Graphics

Download or read book Advanced Methods in Computer Graphics written by Ramakrishnan Mukundan and published by Springer Science & Business Media. This book was released on 2012-02-15 with total page 319 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book brings together several advanced topics in computer graphics that are important in the areas of game development, three-dimensional animation and real-time rendering. The book is designed for final-year undergraduate or first-year graduate students, who are already familiar with the basic concepts in computer graphics and programming. It aims to provide a good foundation of advanced methods such as skeletal animation, quaternions, mesh processing and collision detection. These and other methods covered in the book are fundamental to the development of algorithms used in commercial applications as well as research.

Book Biomedical Simulation

Download or read book Biomedical Simulation written by Fernando Bello and published by Springer. This book was released on 2014-10-10 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed conference proceedings of the 6th International Symposium on Biomedical Simulation (ISBMS) which was held in Strasbourg, France, in October 2014. Biomedical modeling and simulation are at the center stage of worldwide efforts to understand and replicate the behavior and function of the human organism. Large scale initiatives such as the Physiome Project, Virtual Physiological Human and Blue Brain Project aim to develop advanced computational models that will facilitate the understanding of the integrative function of cells, organs, and organisms, with the ultimate goal of delivering truly personalized medicine. At the same time, progress in modeling, numerical techniques and haptics has enabled more complex and interactive simulations. The 27 revised full papers (including 16 regular and 11 short papers) were carefully selected from 45 submissions and cover topics such as training systems and haptics, physics-based registration, vascular modeling and simulation, image and simulation, modeling, surgical planning, analysis, characterization and validation.

Book Computer Vision  Graphics and Image Processing

Download or read book Computer Vision Graphics and Image Processing written by Prem Kalra and published by Springer. This book was released on 2007-01-01 with total page 980 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Indian Conference on Computer Vision, Graphics and Image Processing, ICVGIP 2006, held in Madurai, India, December 2006. Coverage in this volume includes image restoration and super-resolution, image filtering, visualization, tracking and surveillance, face-, gesture-, and object-recognition, compression, content based image retrieval, stereo/camera calibration, and biometrics.

Book Scientific Visualization

Download or read book Scientific Visualization written by Charles D. Hansen and published by Springer. This book was released on 2014-09-18 with total page 397 pages. Available in PDF, EPUB and Kindle. Book excerpt: Based on the seminar that took place in Dagstuhl, Germany in June 2011, this contributed volume studies the four important topics within the scientific visualization field: uncertainty visualization, multifield visualization, biomedical visualization and scalable visualization. • Uncertainty visualization deals with uncertain data from simulations or sampled data, uncertainty due to the mathematical processes operating on the data, and uncertainty in the visual representation, • Multifield visualization addresses the need to depict multiple data at individual locations and the combination of multiple datasets, • Biomedical is a vast field with select subtopics addressed from scanning methodologies to structural applications to biological applications, • Scalability in scientific visualization is critical as data grows and computational devices range from hand-held mobile devices to exascale computational platforms. Scientific Visualization will be useful to practitioners of scientific visualization, students interested in both overview and advanced topics, and those interested in knowing more about the visualization process.

Book X3D

    X3D

    Book Details:
  • Author : Don Brutzman
  • Publisher : Elsevier
  • Release : 2010-07-19
  • ISBN : 0080489885
  • Pages : 472 pages

Download or read book X3D written by Don Brutzman and published by Elsevier. This book was released on 2010-07-19 with total page 472 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the early days of the Web a need was recognized for a language to display 3D objects through a browser. An HTML-like language, VRML, was proposed in 1994 and became the standard for describing interactive 3D objects and worlds on the Web. 3D Web courses were started, several best-selling books were published, and VRML continues to be used today. However VRML, because it was based on HTML, is a stodgy language that is not easy to incorporate with other applications and has been difficult to add features to. Meanwhile, applications for interactive 3D graphics have been exploding in areas such as medicine, science, industry, and entertainment. There is a strong need for a set of modern Web-based technologies, applied within a standard extensible framework, to enable a new generation of modeling & simulation applications to emerge, develop, and interoperate. X3D is the next generation open standard for 3D on the web. It is the result of several years of development by the Web 3D Consortium's X3D Task Group. Instead of a large monolithic specification (like VRML), which requires full adoption for compliance, X3D is a component-based architecture that can support applications ranging from a simple non-interactive animation to the latest streaming or rendering applications. X3D replaces VRML, but also provides compatibility with existing VRML content and browsers. Don Brutzman organized the first symposium on VRML and is playing a similar role with X3D; he is a founding member of the consortium. Len Daly is a professional member of the consortium and both Len and Don have been involved with the development of the standard from the start. - The first book on the new way to present interactive 3D content over the Web, written by two of the designers of the standard - Plentiful illustrations and screen shots in the full color text - Companion website with extensive content, including the X3D specification, sample code and applications, content creation tools, and demos of compatible Web browsers

Book Mobile 3D Graphics

    Book Details:
  • Author : Kari Pulli
  • Publisher : Elsevier
  • Release : 2007-11-19
  • ISBN : 0080555918
  • Pages : 462 pages

Download or read book Mobile 3D Graphics written by Kari Pulli and published by Elsevier. This book was released on 2007-11-19 with total page 462 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics and game developers must learn to program for mobility. This book will teach you how. "This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come." - Lincoln Wallen, CTO, Electronic Arts, Mobile"This book is an escalator, which takes the field to new levels. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject. - Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University "This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field." - Sean Ellis, Consultant Graphics Engineer, ARM LtdThe exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline. Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players. The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G. C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book. The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing. Along the way, readers will benefit from the hundreds of included tips, tricks and caveats. - Written by experts at Nokia whose workshops at industry conferences are blockbusters - The programs used in the examples are featured in thousands of professional courses each year