Gpu Ray Tracing In Non Euclidean Spaces


Gpu Ray Tracing In Non Euclidean Spaces
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Gpu Ray Tracing In Non Euclidean Spaces


Gpu Ray Tracing In Non Euclidean Spaces
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Author : Novello Tiago
language : en
Publisher: Springer Nature
Release Date : 2022-05-31

Gpu Ray Tracing In Non Euclidean Spaces written by Novello Tiago and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-05-31 with Mathematics categories.


This book explores the visualization of three-dimensional non-Euclidean spaces using ray-tracing techniques in Graphics Processing Unit (GPU). This is a trending topic in mathematical visualization that combines the mathematics areas of geometry and topology, with visualization concepts of computer graphics. Several conditions made this a special moment for such topic. On one hand, the development of mathematical research, computer graphics, and algorithms have provided the necessary theoretical framework. On the other hand, the evolution of the technologies and media allows us to be immersed in three-dimensional spaces using Virtual Reality. The content of this book serves both experts in the areas and students. Although this is a short book, it is self-contained since it considers all the ideas, motivations, references, and intuitive explanations of the required fundamental concepts.



Sound Synthesis Propagation And Rendering


Sound Synthesis Propagation And Rendering
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Author : Shiguang Liu
language : en
Publisher: Morgan & Claypool Publishers
Release Date : 2022-03-24

Sound Synthesis Propagation And Rendering written by Shiguang Liu and has been published by Morgan & Claypool Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-03-24 with Computers categories.


This book gives a broad overview of research on sound simulation driven by a variety of applications. Vibrating objects produce sound, which then propagates through a medium such as air or water before finally being heard by a listener. As a crucial sensory channel, sound plays a vital role in many applications. There is a well-established research community in acoustics that has studied the problems related to sound simulation for six decades. Some of the earliest work was motivated by the design of concert halls, theaters, or lecture rooms with good acoustic characteristics. These problems also have been investigated in other applications, including noise control and sound design for urban planning, building construction, and automotive applications. Moreover, plausible or realistic sound effects can improve the sense of presence in a virtual environment or a game. In these applications, sound can provide important clues such as source directionality and spatial size. The book first surveys various sound synthesis methods, including harmonic synthesis, texture synthesis, spectral analysis, and physics-based synthesis. Next, it provides an overview of sound propagation techniques, including wave-based methods, geometric-based methods, and hybrid methods. The book also summarizes various techniques for sound rendering. Finally, it surveys some recent trends, including the use of machine learning methods to accelerate sound simulation and the use of sound simulation techniques for other applications such as speech recognition, source localization, and computer-aided design.



Gpu Based Techniques For Global Illumination Effects


Gpu Based Techniques For Global Illumination Effects
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Author : László Szirmay-Kalos
language : en
Publisher: Morgan & Claypool Publishers
Release Date : 2008

Gpu Based Techniques For Global Illumination Effects written by László Szirmay-Kalos and has been published by Morgan & Claypool Publishers this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008 with Caustics (Optics) categories.


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



Computer Vision Systems


Computer Vision Systems
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Author : Mario Fritz
language : en
Publisher: Springer
Release Date : 2009-10-14

Computer Vision Systems written by Mario Fritz and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-10-14 with Computers categories.


This book constitutes the refereed proceedings of the 7th International Conference on Computer Vision Systems, ICVS 2009, held in Liege, Belgium, October 13-15, 2009. The 21 papers for oral presentation presented together with 24 poster presentations and 2 invited papers were carefully reviewed and selected from 96 submissions. The papers are organized in topical sections on human-machine-interaction, sensors, features and representations, stereo, 3D and optical flow, calibration and registration, mobile and autonomous systems, evaluation, studies and applications, learning, recognition and adaption.



Realistic Ray Tracing Second Edition


Realistic Ray Tracing Second Edition
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Author : Peter Shirley
language : en
Publisher: A K Peters, Ltd.
Release Date : 2008-12-19

Realistic Ray Tracing Second Edition written by Peter Shirley and has been published by A K Peters, Ltd. this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-12-19 with Computers categories.


Concentrating on the "nuts and bolts" of writing ray tracing programs, this new and revised edition emphasizes practical and implementation issues and takes the reader through all the details needed to write a modern rendering system. Most importantly, the book adds many C++ code segments, and adds new details to provide the reader with a better intuitive understanding of ray tracing algorithms.



Euclidean And Non Euclidean Geometries


Euclidean And Non Euclidean Geometries
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Author : Marvin J. Greenberg
language : en
Publisher:
Release Date : 1993

Euclidean And Non Euclidean Geometries written by Marvin J. Greenberg and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1993 with Geometry categories.




Computational Symmetry In Computer Vision And Computer Graphics


Computational Symmetry In Computer Vision And Computer Graphics
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Author : Yanxi Liu
language : en
Publisher: Now Publishers Inc
Release Date : 2010

Computational Symmetry In Computer Vision And Computer Graphics written by Yanxi Liu and has been published by Now Publishers Inc this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010 with Computers categories.


In the arts and sciences, as well as in our daily lives, symmetry has made a profound and lasting impact. Likewise, a computational treatment of symmetry and group theory (the ultimate mathematical formalization of symmetry) has the potential to play an important role in computational sciences. Though the term Computational Symmetry was formally defined a decade ago by the first author, referring to algorithmic treatment of symmetries, seeking symmetry from digital data has been attempted for over four decades. Computational symmetry on real world data turns out to be challenging enough that, after decades of effort, a fully automated symmetry-savvy system remains elusive for real world applications. The recent resurging interests in computational symmetry for computer vision and computer graphics applications have shown promising results. Recognizing the fundamental relevance and potential power that computational symmetry affords, we offer this survey to the computer vision and computer graphics communities. This survey provides a succinct summary of the relevant mathematical theory, a historic perspective of some important symmetry-related ideas, a partial yet timely report on the state of the arts symmetry detection algorithms along with its first quantitative benchmark, a diverse set of real world applications, suggestions for future directions and a comprehensive reference list.



Haskell In Depth


Haskell In Depth
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Author : Vitaly Bragilevsky
language : en
Publisher: Simon and Schuster
Release Date : 2021-07-13

Haskell In Depth written by Vitaly Bragilevsky and has been published by Simon and Schuster this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-07-13 with Computers categories.


Haskell in Depth unlocks a new level of skill with this challenging language. Going beyond the basics of syntax and structure, this book opens up critical topics like advanced types, concurrency, and data processing. Summary Turn the corner from “Haskell student” to “Haskell developer.” Haskell in Depth explores the important language features and programming skills you’ll need to build production-quality software using Haskell. And along the way, you’ll pick up some interesting insights into why Haskell looks and works the way it does. Get ready to go deep! Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the technology Software for high-precision tasks like financial transactions, defense systems, and scientific research must be absolutely, provably correct. As a purely functional programming language, Haskell enforces a mathematically rigorous approach that can lead to concise, efficient, and bug-free code. To write such code you’ll need deep understanding. You can get it from this book! About the book Haskell in Depth unlocks a new level of skill with this challenging language. Going beyond the basics of syntax and structure, this book opens up critical topics like advanced types, concurrency, and data processing. You’ll discover key parts of the Haskell ecosystem and master core design patterns that will transform how you write software. What's inside Building applications, web services, and networking apps Using sophisticated libraries like lens, singletons, and servant Organizing projects with Cabal and Stack Error-handling and testing Pure parallelism for multicore processors About the reader For developers familiar with Haskell basics. About the author Vitaly Bragilevsky has been teaching Haskell and functional programming since 2008. He is a member of the GHC Steering Committee. Table of Contents PART 1 CORE HASKELL 1 Functions and types 2 Type classes 3 Developing an application: Stock quotes PART 2 INTRODUCTION TO APPLICATION DESIGN 4 Haskell development with modules, packages, and projects 5 Monads as practical functionality providers 6 Structuring programs with monad transformers PART 3 QUALITY ASSURANCE 7 Error handling and logging 8 Writing tests 9 Haskell data and code at run time 10 Benchmarking and profiling PART 4 ADVANCED HASKELL 11 Type system advances 12 Metaprogramming in Haskell 13 More about types PART 5 HASKELL TOOLKIT 14 Data-processing pipelines 15 Working with relational databases 16 Concurrency



Computer Graphics From Scratch


Computer Graphics From Scratch
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Author : Gabriel Gambetta
language : en
Publisher: No Starch Press
Release Date : 2021-05-13

Computer Graphics From Scratch written by Gabriel Gambetta and has been published by No Starch Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-05-13 with Computers categories.


Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.



An Introduction To Ray Tracing


An Introduction To Ray Tracing
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Author : Andrew S. Glassner
language : en
Publisher: Elsevier
Release Date : 1989-06-01

An Introduction To Ray Tracing written by Andrew S. Glassner and has been published by Elsevier this book supported file pdf, txt, epub, kindle and other format this book has been release on 1989-06-01 with Computers categories.


The creation of ever more realistic 3-D images is central to the development of computer graphics. The ray tracing technique has become one of the most popular and powerful means by which photo-realistic images can now be created. The simplicity, elegance and ease of implementation makes ray tracing an essential part of understanding and exploiting state-of-the-art computer graphics. An Introduction to Ray Tracing develops from fundamental principles to advanced applications, providing "how-to" procedures as well as a detailed understanding of the scientific foundations of ray tracing. It is also richly illustrated with four-color and black-and-white plates. This is a book which will be welcomed by all concerned with modern computer graphics, image processing, and computer-aided design. Provides practical "how-to" information Contains high quality color plates of images created using ray tracing techniques Progresses from a basic understanding to the advanced science and application of ray tracing