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Author: Klaus Engel Publisher: CRC Press ISBN: 1439864292 Category : Computers Languages : en Pages : 515
Book Description
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. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagr
Author: Klaus Engel Publisher: CRC Press ISBN: 1439864292 Category : Computers Languages : en Pages : 515
Book Description
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. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagr
Author: Min Chen Publisher: Springer Science & Business Media ISBN: 1447107373 Category : Computers Languages : en Pages : 429
Book Description
Min Chen, Arie E. Kaufman and Roni Yage/ Volume graphics is concerned with graphics scenes defined in volume data types, where a model is specified by a mass of points instead of a collection of surfaces. The underlying mathematical definition of such a model is a set of scalar fields, which define the geometrical and physical properties of every point in three dimensional space. As true 3D representations, volume data types possess more descriptive power than surface data types, and are morphologically closer to many high-level modelling schemes in traditional surface graphics such as parametric surfaces, implicit surfaces and volume sweeping. The past decade has witnessed significant advances in volume visualisation, driven mainly by applications such as medical imaging and scientific computation. The work in this field has produced a number of volume rendering methods that enable 3D information in a volumetric dataset to be selectively rendered into 2D images. With modern computer hardware, such a process can easily be performed on an ordinary workstation. More importantly, volume-based rendering offers a consistent solution to the primary deficiencies of the traditional surface-based rendering, which include its inability to encapsulate the internal description of a model, and the difficulties in rendering amorphous phenomena. The emergence of volume-based techniques has not only broadened the extent of graphics applications, but also brought computer graphics closer to other scientific and engineering disciplines, including image processing, computer vision, finite element analysis and rapid prototyping.
Author: Tomas Akenine-Möller Publisher: CRC Press ISBN: 1315362007 Category : Computers Languages : en Pages : 1046
Book Description
Thoroughly revised, this third 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. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Author: Tomas Akenine-Möller Publisher: CRC Press ISBN: 1351816152 Category : Computers Languages : en Pages : 1199
Book Description
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.
Author: Magnus Wrenninge Publisher: CRC Press ISBN: 156881724X Category : Computers Languages : en Pages : 357
Book Description
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 are used to achieve real-world goals Implementation of the techniques, showing how to translate abstract concepts into concrete, working code and how the ideas work together to create a complete system As an introduction to the field and an overview of current techniques and algorithms, this book is a valuable source of information for programmers, technical directors, artists, and anyone else interested in how production volume rendering works. Web Resource The scripts, data, and source code for the book’s renderer are freely available at https://github.com/pvrbook/pvr. Readers can see how the code is implemented and acquire a practical understanding of how various design considerations impact scalability, extensibility, generality, and performance.
Author: Randima Fernando Publisher: Addison-Wesley Professional ISBN: 9780321194961 Category : Computers Languages : en Pages : 402
Book Description
Cg is a complete programming environment for the fast creation of special effects and real-time cinematic quality experiences on multiple platforms. This text provides a guide to the Cg graphics language.
Author: David Eberly Publisher: CRC Press ISBN: 1482267306 Category : Art Languages : en Pages : 1008
Book Description
The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.
Author: K. Mueller Publisher: Springer Science & Business Media ISBN: 3709167566 Category : Computers Languages : en Pages : 425
Book Description
This book contains the proceedings of the International Workshop on Volume Graphics 200 1 (VG'O I) which took place on June 21 and June 22 at Stony Brook, New York. This year's event was the second in the series, following a successful premiere in Swansea, Wales, in March 1999, and was co-sponsored by the IEEE Technical Committee on Visualization and Graphics (TC-VG) as well as EUROGRAPHICS. The Volume Graphics Workshop is held bi-annually and has been created to pro vide a forum for the exploration and advancement of volume-based techniques, beyond the scope of just volume visualization. It brings together researchers and practitioners both from academia and industry, from many parts of the world. Volume graphics is in the process of evolving into a general graphics technology, and the papers included in these proceedings are testimonial to the wide spectrum of unique applications and solu tions that volumetric representations are able to offer.
Author: Markus Gross Publisher: Elsevier ISBN: 0080548822 Category : Computers Languages : en Pages : 553
Book Description
The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it’s on to the methods themselves. Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. You’ll learn to apply these techniques, and you’ll also learn how to create your own. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms. The first book on a major development in computer graphics by the pioneers in the field Shows how 3D images can be manipulated as easily as 2D images are with Photoshop