Author: James Edward Young
Publisher: Yale University Press
ISBN: 9780300059915
Category : History
Languages : en
Pages : 420
Book Description
Dotyczy m. in. Polski.
The Texture of Memory
Author: James Edward Young
Publisher: Yale University Press
ISBN: 9780300059915
Category : History
Languages : en
Pages : 420
Book Description
Dotyczy m. in. Polski.
Publisher: Yale University Press
ISBN: 9780300059915
Category : History
Languages : en
Pages : 420
Book Description
Dotyczy m. in. Polski.
The Generation of Postmemory
Author: Marianne Hirsch
Publisher: Columbia University Press
ISBN: 0231156529
Category : Art
Languages : en
Pages : 319
Book Description
Can we remember other people's memories? The Generation of Postmemory argues we can: that memories of traumatic events live on to mark the lives of those who were not there to experience them. Children of survivors and their contemporaries inherit catastrophic histories not through direct recollection but through haunting postmemories--multiply mediated images, objects, stories, behaviors, and affects passed down within the family and the culture at large. In these new and revised critical readings of the literary and visual legacies of the Holocaust and other, related sites of memory, Marianne Hirsch builds on her influential concept of postmemory. The book's chapters, two of which were written collaboratively with the historian Leo Spitzer, engage the work of postgeneration artists and writers such as Art Spiegelman, W.G. Sebald, Eva Hoffman, Tatana Kellner, Muriel Hasbun, Anne Karpff, Lily Brett, Lorie Novak, David Levinthal, Nancy Spero and Susan Meiselas. Grappling with the ethics of empathy and identification, these artists attempt to forge a creative postmemorial aesthetic that reanimates the past without appropriating it. In her analyses of their fractured texts, Hirsch locates the roots of the familial and affiliative practices of postmemory in feminism and other movements for social change. Using feminist critical strategies to connect past and present, words and images, and memory and gender, she brings the entangled strands of disparate traumatic histories into more intimate contact. With more than fifty illustrations, her text enables a multifaceted encounter with foundational and cutting edge theories in memory, trauma, gender, and visual culture, eliciting a new understanding of history and our place in it.
Publisher: Columbia University Press
ISBN: 0231156529
Category : Art
Languages : en
Pages : 319
Book Description
Can we remember other people's memories? The Generation of Postmemory argues we can: that memories of traumatic events live on to mark the lives of those who were not there to experience them. Children of survivors and their contemporaries inherit catastrophic histories not through direct recollection but through haunting postmemories--multiply mediated images, objects, stories, behaviors, and affects passed down within the family and the culture at large. In these new and revised critical readings of the literary and visual legacies of the Holocaust and other, related sites of memory, Marianne Hirsch builds on her influential concept of postmemory. The book's chapters, two of which were written collaboratively with the historian Leo Spitzer, engage the work of postgeneration artists and writers such as Art Spiegelman, W.G. Sebald, Eva Hoffman, Tatana Kellner, Muriel Hasbun, Anne Karpff, Lily Brett, Lorie Novak, David Levinthal, Nancy Spero and Susan Meiselas. Grappling with the ethics of empathy and identification, these artists attempt to forge a creative postmemorial aesthetic that reanimates the past without appropriating it. In her analyses of their fractured texts, Hirsch locates the roots of the familial and affiliative practices of postmemory in feminism and other movements for social change. Using feminist critical strategies to connect past and present, words and images, and memory and gender, she brings the entangled strands of disparate traumatic histories into more intimate contact. With more than fifty illustrations, her text enables a multifaceted encounter with foundational and cutting edge theories in memory, trauma, gender, and visual culture, eliciting a new understanding of history and our place in it.
Texture and Memory
Author: Penny Pistorius
Publisher:
ISBN:
Category : Architecture
Languages : en
Pages : 146
Book Description
Publisher:
ISBN:
Category : Architecture
Languages : en
Pages : 146
Book Description
GPU-Based Interactive Visualization Techniques
Author: Daniel Weiskopf
Publisher: Springer Science & Business Media
ISBN: 3540332634
Category : Mathematics
Languages : en
Pages : 318
Book Description
This book presents efficient visualization techniques, a prerequisite for the interactive exploration of complex data sets. High performance is demonstrated as a process of devising algorithms for the fast graphics processing units (GPUs) of modern graphics hardware. Coverage includes parallelization on cluster computers with several GPUs, adaptive rendering methods, and non-photorealistic rendering techniques for visualization.
Publisher: Springer Science & Business Media
ISBN: 3540332634
Category : Mathematics
Languages : en
Pages : 318
Book Description
This book presents efficient visualization techniques, a prerequisite for the interactive exploration of complex data sets. High performance is demonstrated as a process of devising algorithms for the fast graphics processing units (GPUs) of modern graphics hardware. Coverage includes parallelization on cluster computers with several GPUs, adaptive rendering methods, and non-photorealistic rendering techniques for visualization.
Memory
Author: Bernadette Mayer
Publisher:
ISBN:
Category : Memory
Languages : en
Pages : 200
Book Description
Publisher:
ISBN:
Category : Memory
Languages : en
Pages : 200
Book Description
CUDA Programming
Author: Shane Cook
Publisher: Newnes
ISBN: 0124159338
Category : Computers
Languages : en
Pages : 592
Book Description
'CUDA Programming' offers a detailed guide to CUDA with a grounding in parallel fundamentals. It starts by introducing CUDA and bringing you up to speed on GPU parallelism and hardware, then delving into CUDA installation.
Publisher: Newnes
ISBN: 0124159338
Category : Computers
Languages : en
Pages : 592
Book Description
'CUDA Programming' offers a detailed guide to CUDA with a grounding in parallel fundamentals. It starts by introducing CUDA and bringing you up to speed on GPU parallelism and hardware, then delving into CUDA installation.
Advanced Graphics Programming Using OpenGL
Author: Tom McReynolds
Publisher: Elsevier
ISBN: 0080475728
Category : Computers
Languages : en
Pages : 673
Book Description
Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques—beyond those learned in introductory computer graphics texts—is not as easy to come by as inexpensive hardware. This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques—those that don't require esoteric hardware or custom graphics libraries—that are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs. - Emphasizes the algorithmic side of computer graphics, with a practical application focus, and provides usable techniques for real world problems. - Serves as an introduction to the techniques that are hard to obtain outside of an intensive computer graphics work environment. - Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others.
Publisher: Elsevier
ISBN: 0080475728
Category : Computers
Languages : en
Pages : 673
Book Description
Today truly useful and interactive graphics are available on affordable computers. While hardware progress has been impressive, widespread gains in software expertise have come more slowly. Information about advanced techniques—beyond those learned in introductory computer graphics texts—is not as easy to come by as inexpensive hardware. This book brings the graphics programmer beyond the basics and introduces them to advanced knowledge that is hard to obtain outside of an intensive CG work environment. The book is about graphics techniques—those that don't require esoteric hardware or custom graphics libraries—that are written in a comprehensive style and do useful things. It covers graphics that are not covered well in your old graphics textbook. But it also goes further, teaching you how to apply those techniques in real world applications, filling real world needs. - Emphasizes the algorithmic side of computer graphics, with a practical application focus, and provides usable techniques for real world problems. - Serves as an introduction to the techniques that are hard to obtain outside of an intensive computer graphics work environment. - Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others.
Photorealistic Rendering Techniques
Author: Georgios Sakas
Publisher: Springer Science & Business Media
ISBN: 3642878253
Category : Computers
Languages : en
Pages : 448
Book Description
This book contains the final versions of the proceedings of the fifth EUROGRA PHICS Workshop on Rendering held in Darmstadt, Germany, between 13-15 June 1994. With around 80 participants and 30 papers, the event continued the successful tradition of the previous ones establishing the event as the most im portant meeting for persons working on this area world-wide. After more than 20 years of research, rendering remains an partially unsolved, interesting, and challenging topic. This year 71 (!) papers have been submitted from Europe, North America, and Asia. The average quality in terms of technical merit was impressive, showing that substantial work is achieved on this topic from several groups around the world. In general we all gained the impression that in the mean time the technical quality of the contributions is comparable to that of a specialised high-end, full scale conference. All papers have been reviewed from at least three members of the program committee. In addition, several colleagues helped us in managing the reviewing process in time either by supporting additional reviews, or by assisting the members of the committee. We have been very happy to welcome eminent invited speakers. Holly Rush meier is internationally well known for her excellent work in all areas of rendering and gave us a review of modelling and rendering participating media with em phasis on scientific visualization. In addition, Peter Shirley presented a survey about future rends in rendering techniques.
Publisher: Springer Science & Business Media
ISBN: 3642878253
Category : Computers
Languages : en
Pages : 448
Book Description
This book contains the final versions of the proceedings of the fifth EUROGRA PHICS Workshop on Rendering held in Darmstadt, Germany, between 13-15 June 1994. With around 80 participants and 30 papers, the event continued the successful tradition of the previous ones establishing the event as the most im portant meeting for persons working on this area world-wide. After more than 20 years of research, rendering remains an partially unsolved, interesting, and challenging topic. This year 71 (!) papers have been submitted from Europe, North America, and Asia. The average quality in terms of technical merit was impressive, showing that substantial work is achieved on this topic from several groups around the world. In general we all gained the impression that in the mean time the technical quality of the contributions is comparable to that of a specialised high-end, full scale conference. All papers have been reviewed from at least three members of the program committee. In addition, several colleagues helped us in managing the reviewing process in time either by supporting additional reviews, or by assisting the members of the committee. We have been very happy to welcome eminent invited speakers. Holly Rush meier is internationally well known for her excellent work in all areas of rendering and gave us a review of modelling and rendering participating media with em phasis on scientific visualization. In addition, Peter Shirley presented a survey about future rends in rendering techniques.
Architectural Visualization in Unreal Engine 5
Author: Ludovico Palmeri
Publisher: Packt Publishing Ltd
ISBN: 1837633975
Category : Design
Languages : en
Pages : 496
Book Description
Master ArchViz to create stunning, interactive real-time visualizations in this part-color guide with seasoned 3D generalist and real-time visualization artist, Ludovico Palmeri Key Features Leverage the only comprehensive guide on archviz with UE5, a true game-changer for architects and designers Learn best practices for creating realistic and immersive 3D environments using UE5 Explore Unreal's advanced lighting and material tools to produce photorealistic architectural visualizations Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionIf you excel at creating beautiful architectural renderings using traditional software but want to master real-time, interactive visualizations, this book will show you how the versatile Unreal Engine 5 enables such transformations effortlessly. While UE5 is widely popular, existing online training resources can be overwhelming and often lack a focus on Architectural visualization. This comprehensive guide is for both beginners and experienced users offering a clear, end-to-end approach to creating stunning visualizations from scratch as well as managing tight deadlines, striving for photorealism, and handling typical client revisions inherent to architectural visualization. The book starts with an introduction to UE5 and its capabilities, as well as the basic concepts and principles of architectural visualization. You'll then progress to essential topics such as setting up a project, modeling and texturing 3D assets, lighting and materials, and post-processing effects. Along the way, you'll find practical tips, best practices, and hands-on exercises to develop your skills by applying what you learn. By the end of this book, you'll have acquired the skills to confidently create high-quality architectural visualizations in UE5 and become proficient in building an architectural interior scene to produce professional still images.What you will learn Import and organize assets and prepare a project structure Ensure a smooth architectural visualization workflow to quickly iterate your project Experiment with different types of lighting techniques to create photorealistic scenarios Create and tweak materials using the material editor, and apply them to models in the scene Use post-processing features to achieve cinematic-quality visuals Discover how to use blueprints to create interactive elements Build captivating animations with the sequencer tool Optimize your scene for smooth real-time performance Who this book is for Whether you’re a CG-ArchViz artist, architect, or an environment artist looking to take your real-time visualization skills to the next level with Unreal Engine 5, this book is for you. Ideal for solidifying your understanding of architectural visualization, this book is perfect for you if you have some experience modeling simple architectural scenes in your software of choice. Familiarity with the Unreal Engine’s interface and basic operations is assumed.
Publisher: Packt Publishing Ltd
ISBN: 1837633975
Category : Design
Languages : en
Pages : 496
Book Description
Master ArchViz to create stunning, interactive real-time visualizations in this part-color guide with seasoned 3D generalist and real-time visualization artist, Ludovico Palmeri Key Features Leverage the only comprehensive guide on archviz with UE5, a true game-changer for architects and designers Learn best practices for creating realistic and immersive 3D environments using UE5 Explore Unreal's advanced lighting and material tools to produce photorealistic architectural visualizations Purchase of the print or Kindle book includes a free PDF eBook Book DescriptionIf you excel at creating beautiful architectural renderings using traditional software but want to master real-time, interactive visualizations, this book will show you how the versatile Unreal Engine 5 enables such transformations effortlessly. While UE5 is widely popular, existing online training resources can be overwhelming and often lack a focus on Architectural visualization. This comprehensive guide is for both beginners and experienced users offering a clear, end-to-end approach to creating stunning visualizations from scratch as well as managing tight deadlines, striving for photorealism, and handling typical client revisions inherent to architectural visualization. The book starts with an introduction to UE5 and its capabilities, as well as the basic concepts and principles of architectural visualization. You'll then progress to essential topics such as setting up a project, modeling and texturing 3D assets, lighting and materials, and post-processing effects. Along the way, you'll find practical tips, best practices, and hands-on exercises to develop your skills by applying what you learn. By the end of this book, you'll have acquired the skills to confidently create high-quality architectural visualizations in UE5 and become proficient in building an architectural interior scene to produce professional still images.What you will learn Import and organize assets and prepare a project structure Ensure a smooth architectural visualization workflow to quickly iterate your project Experiment with different types of lighting techniques to create photorealistic scenarios Create and tweak materials using the material editor, and apply them to models in the scene Use post-processing features to achieve cinematic-quality visuals Discover how to use blueprints to create interactive elements Build captivating animations with the sequencer tool Optimize your scene for smooth real-time performance Who this book is for Whether you’re a CG-ArchViz artist, architect, or an environment artist looking to take your real-time visualization skills to the next level with Unreal Engine 5, this book is for you. Ideal for solidifying your understanding of architectural visualization, this book is perfect for you if you have some experience modeling simple architectural scenes in your software of choice. Familiarity with the Unreal Engine’s interface and basic operations is assumed.
OpenGL Superbible
Author: Graham Sellers
Publisher: Pearson Education
ISBN: 0321902947
Category : Computers
Languages : en
Pages : 856
Book Description
OpenGL� SuperBible, Sixth Edition, is the definitive programmer's guide, tutorial, and reference for the world's leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts. You'll find up-to-date, hands-on guidance for all facets of modern OpenGL development on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more. Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect draws, and enhanced API debugging. It has been reorganized to focus more tightly on the API, to cover the entire pipeline earlier, and to help you thoroughly understand the interactions between OpenGL and graphics hardware. Coverage includes A practical introduction to the essentials of realtime 3D graphics Core OpenGL 4.3 techniques for rendering, transformations, and texturing Foundational math for creating interesting 3D graphics with OpenGL Writing your own shaders, with examples to get you started Cross-platform OpenGL, including essential platform-specific API initialization material for Linux, OS X, and Windows Vertex processing, drawing commands, primitive processing, fragments, and framebuffers Using compute shaders to harness today's graphics cards for more than graphics Monitoring and controlling the OpenGL graphics pipeline Advanced rendering: light simulation, artistic and non-photo-realistic rendering, and deferred shading Modern OpenGL debugging and performance optimization Bonus material and sample code are available from the companion Web site, openglsuperbible.com.
Publisher: Pearson Education
ISBN: 0321902947
Category : Computers
Languages : en
Pages : 856
Book Description
OpenGL� SuperBible, Sixth Edition, is the definitive programmer's guide, tutorial, and reference for the world's leading 3D API for real-time computer graphics, OpenGL 4.3. The best all-around introduction to OpenGL for developers at all levels of experience, it clearly explains both the newest API and indispensable related concepts. You'll find up-to-date, hands-on guidance for all facets of modern OpenGL development on both desktop and mobile platforms, including transformations, texture mapping, shaders, buffers, geometry management, and much more. Extensively revised, this edition presents many new OpenGL 4.3 features, including compute shaders, texture views, indirect draws, and enhanced API debugging. It has been reorganized to focus more tightly on the API, to cover the entire pipeline earlier, and to help you thoroughly understand the interactions between OpenGL and graphics hardware. Coverage includes A practical introduction to the essentials of realtime 3D graphics Core OpenGL 4.3 techniques for rendering, transformations, and texturing Foundational math for creating interesting 3D graphics with OpenGL Writing your own shaders, with examples to get you started Cross-platform OpenGL, including essential platform-specific API initialization material for Linux, OS X, and Windows Vertex processing, drawing commands, primitive processing, fragments, and framebuffers Using compute shaders to harness today's graphics cards for more than graphics Monitoring and controlling the OpenGL graphics pipeline Advanced rendering: light simulation, artistic and non-photo-realistic rendering, and deferred shading Modern OpenGL debugging and performance optimization Bonus material and sample code are available from the companion Web site, openglsuperbible.com.