Fast Algorithms For 3d Graphics

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Fast Algorithms For 3d Graphics
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Author : Georg Glaeser
language : en
Publisher: Springer
Release Date : 2013-12-10
Fast Algorithms For 3d Graphics written by Georg Glaeser and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-12-10 with Computers categories.
In this book, a variety of algoritbms are described that may be of interest to everyone who writes software for 3D-graphics. It is a book that haB been written for programmers at an intermediate level as well aB for experienced software engineers who simply want to have some particular functions at their disposal, without having to think too much about details like special cases or optimization for speed. The programming language we use is C, and that has many advantages, because it makes the code both portable and efficient. Nevertheless, it should be possible to adapt the ideas to other high-level programming languages. The reader should have a reasonable knowledge of C, because sophisticated pro grams with economical storage household and fast sections cannot be written without the use of pointers. You will find that in the long run it is just aB easy to work with pointer variables as with multiple arrays . .Aß the title of the book implies, we will not deal with algorithms that are very computation-intensive such as ray tracing or the radiosity method. Furthermore, objects will always be (closed or not closed) polyhedra, which consist of a certain number of polygons.
Fast Algorithms For 3d Graphics
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Author :
language : en
Publisher:
Release Date : 1994
Fast Algorithms For 3d Graphics written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1994 with categories.
Practical Algorithms For 3d Computer Graphics
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Author : R. Stuart Ferguson
language : en
Publisher: CRC Press
Release Date : 2013-12-19
Practical Algorithms For 3d Computer Graphics written by R. Stuart Ferguson and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-12-19 with Computers categories.
Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis. Since the publication of the first edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images. New to the Second Edition New chapter on the modern approach to real-time 3D programming using OpenGL New chapter that introduces 3D graphics for mobile devices New chapter on OpenFX, a comprehensive open source 3D tools suite for modeling and animation Discussions of new topics, such as particle modeling, marching cubes, and techniques for rendering hair and fur More web-only content, including source code for the algorithms, video transformations, comprehensive examples, and documentation for OpenFX The book is suitable for newcomers to graphics research and 3D computer games as well as more experienced software developers who wish to write plug-in modules for any 3D application program or shader code for a commercial games engine.
3d Game Engine Design
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Author : David Eberly
language : en
Publisher: CRC Press
Release Date : 2006-11-03
3d Game Engine Design written by David Eberly and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-11-03 with Art categories.
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.
Mobile And Handheld Computing Solutions For Organizations And End Users
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Author : Hu, Wen-Chen
language : en
Publisher: IGI Global
Release Date : 2013-01-31
Mobile And Handheld Computing Solutions For Organizations And End Users written by Hu, Wen-Chen and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-01-31 with Technology & Engineering categories.
Mobile and Handheld Computing Solutions for Organizations and End-Users discusses a broad range of topics in order to advance handheld knowledge and apply the proposed methods to real-world issues for organizations and end users. This book brings together researchers and practitioners involved with mobile and handheld computing solutions useful for IT students, researchers, and scholars.
3d Math Primer For Graphics And Game Development
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Author : Fletcher Dunn
language : en
Publisher: CRC Press
Release Date : 2011-11-02
3d Math Primer For Graphics And Game Development written by Fletcher Dunn and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-11-02 with Computers categories.
This engaging book presents the essential mathematics needed to describe, simulate, and render a 3D world. Reflecting both academic and in-the-trenches practical experience, the authors teach you how to describe objects and their positions, orientations, and trajectories in 3D using mathematics. The text provides an introduction to mathematics for
Geometry And Its Applications In Arts Nature And Technology
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Author : Georg Glaeser
language : en
Publisher: Springer Nature
Release Date : 2020-12-18
Geometry And Its Applications In Arts Nature And Technology written by Georg Glaeser and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-12-18 with Mathematics categories.
This book returns geometry to its natural habitats: the arts, nature and technology. Throughout the book, geometry comes alive as a tool to unlock the understanding of our world. Assuming only familiarity with high school mathematics, the book invites the reader to discover geometry through examples from biology, astronomy, architecture, design, photography, drawing, engineering and more. Lavishly illustrated with over 1200 figures, all of the geometric results are carefully derived from scratch, with topics from differential, projective and non-Euclidean geometry, as well as kinematics, introduced as the need arises. The mathematical results contained in the book range from very basic facts to recent results, and mathematical proofs are included although not necessary for comprehension. With its wide range of geometric applications, this self-contained volume demonstrates the ubiquity of geometry in our world, and may serve as a source of inspiration for architects, artists, designers, engineers, and natural scientists. This new edition has been completely revised and updated, with new topics and many new illustrations.
Medicine Meets Virtual Reality 12
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Author : James D. Westwood
language : en
Publisher: IOS Press
Release Date : 2004
Medicine Meets Virtual Reality 12 written by James D. Westwood and has been published by IOS Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004 with Computers categories.
A Prototype Virtual Reality System for Preoperative Planning of Neuro-Endovascular Interventions -- Validation of Soft Tissue Properties in Surgical Simulation with Haptic Feedback -- Comparison of CAVE and HM for Visual Stimulation in Postural Control Research -- Virtual Vision Loss Simulator -- Reaction-Time Measurement and Real-Tune Data Acquisition for Neuroscientific Experiments in Virtual Environments -- A Preliminary Study of Presence inVirtual Reality Training Simulation for Medical Emergencies -- An Ali System with Intuitive User Interface for Manipulation and Visualization of 3D Medical Data -- A Haptic Surgical Simulator for the Continuous Curvilinear Capsulorhexis Procedure During Cataract Surgery -- Haptic Rendering of Tissue Cutting with Scissors -- Increasing face validity of a vascular interventional training system -- An Endoscopic Sinus Surgery Training System for Assessment of Surgical Skill -- Acquiring Laparoscopic Manipulative Skills: A Virtual Tissue Dissection Training Module -- Novel Force Resolver Designs for a Haptic Surgery Simulator -- Author Index
Open Geometry Opengl Advanced Geometry
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Author : Georg Glaeser
language : en
Publisher: Springer Science & Business Media
Release Date : 2012-12-06
Open Geometry Opengl Advanced Geometry written by Georg Glaeser and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-12-06 with Computers categories.
This book is about graphics programming based on OPENGL. The program ming language is C++. The programs will run under various operating systems, among them WINDOWS 9x, ALPHA-STATIONS (Digital workstations) and SILI CON GRAPHICS workstations. Hardware is used if accessible. The book provides a graphics library. This library is based on OPENGL and expands the elemen tary routines. Thus, the reader is enabled to realize direct geometrical thinking without having to care much about implementation. The enclosed modules provide the reader with solutions for: • The most common intersection problems and measuring tasks of both pla nar and spatial geometry. • The creation ofarbitrary geometric objects, e.g., by means ofdifferent kinds of "sweeping." • The creation of the most general solids by means of Boolean operations (intersection, union, and complements of solid polyhedra). The book presents: • A well documented, versatile, and robust geometry library. The reader can use it very easily and expand it in any way he/she likes. vi Preface • A programming course that provides a deeper insight into object-oriented thinking and programming.It contains an introduction to C++ (for begin ners and intermediate programmers) that is influenced by the experience gained from thousands of programming hours (which may even be useful to experienced programmers).
Radiometric Temperature Measurements
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Author :
language : en
Publisher: Academic Press
Release Date : 2009-10-01
Radiometric Temperature Measurements written by and has been published by Academic Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-10-01 with Science categories.
This book describes the theory of radiation thermometry, both at a primary level and for a variety of applications, such as in the materials processing industries and remote sensing. This book is written for those who will apply radiation thermometry in industrial practice; use radiation thermometers for scientific research; the radiation thermometry specialist in a national measurement institute; developers of radiation thermometers who are working to innovate products for instrument manufacturers, and developers of non-contact thermometry methods to address challenging thermometry problems. The authors of each chapter were chosen from a group of international scientists who are experts in the field and specialists on the subject matter covered in the chapter. A large number of references are included at the end of each chapter as a resource for those seeking a deeper or more detailed understanding. This book is more than a practice guide, readers will gain in-depth knowledge in: (1) the proper selection of the type of thermometer; (2) the best practice in using the radiation thermometers; (3) awareness of the error sources and subsequent appropriate procedure to reduce the overall uncertainty; and (4) understanding of the calibration chain and its current limitations. - Covers all fundamental aspects of the radiometric measurements - Discusses practical applications with details on the instrumentation, calibration, and error sources - Authors are from leading national labs working in R&D of temperature measurements