Yoshinori Dobashi - Böcker
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4 produkter
4 produkter
Del 24 - Mathematics for Industry
Mathematical Progress in Expressive Image Synthesis III
Selected and Extended Results from the Symposium MEIS2015
Inbunden, Engelska, 2016
1 589 kr
Skickas inom 10-15 vardagar
“Progress in Expressive Image Synthesis”(MEIS2015), was held in Fukuoka, Japan, September 25–27, 2015. The aim of thesymposium was to provide a unique venue where various issues in computergraphics (CG) application fields could be discussed by mathematicians, CGresearchers, and practitioners. Through the previous symposiums MEIS2013 andMEIS2014, mathematicians as well as CG researchers have recognized that CG is aspecific and practical activity derived from mathematical theories. Issuesfound in CG broaden the field of mathematics and vice versa, and CG visualizesmathematical theories in an aesthetic manner. In this volume, the editors aim toprovoke interdisciplinary research projects through thepeer-reviewed papersand poster presentations at the this year’s symposium. This book capturesinteractions among mathematicians, CG researchers, and practitioners sharingimportant, state-of-the-art issues in graphics and visual perception. The bookis suitable for all CG researchers seeking open problem areas and especiallyfor those entering the field who have not yet selected a research direction.
Del 24 - Mathematics for Industry
Mathematical Progress in Expressive Image Synthesis III
Selected and Extended Results from the Symposium MEIS2015
Häftad, Engelska, 2018
1 589 kr
Skickas inom 10-15 vardagar
The aim of thesymposium was to provide a unique venue where various issues in computergraphics (CG) application fields could be discussed by mathematicians, CGresearchers, and practitioners.
Del 32 - Mathematics for Industry
Mathematical Insights into Advanced Computer Graphics Techniques
Inbunden, Engelska, 2018
1 528 kr
Skickas inom 10-15 vardagar
This book presents cutting-edge developments in the advanced mathematical theories utilized in computer graphics research – fluid simulation, realistic image synthesis, and texture, visualization and digital fabrication. A spin-off book from the International Symposium on Mathematical Progress in Expressive Image Synthesis in 2016 and 2017 (MEIS2016/2017) held in Fukuoka, Japan, it includes lecture notes and an expert introduction to the latest research presented at the symposium.The book offers an overview of the emerging interdisciplinary themes between computer graphics and driven mathematic theories, such as discrete differential geometry. Further, it highlights open problems in those themes, making it a valuable resource not only for researchers, but also for graduate students interested in computer graphics and mathematics.
710 kr
Skickas inom 7-10 vardagar
This book equips readers with the fundamentals of 3DCG that support the advanced technologies. The content of this book is divided into four categories: modeling, rendering, character animation, and physical simulation, and each is explained in a separate chapter. In simpler terms, these four technologies can be described as creating shapes, creating images, creating motion, and reproducing the behavior of the natural world. The "Modeling" chapter describes the theory behind describing the shape of an object using surface meshes and then editing and manipulating them. The chapter "Rendering" focuses on the calculation of the luminance of an object's surface, and describes methods for calculating global illumination and generating fast images using precomputation to produce realistic images. Physical phenomena such as light scattering, which is necessary to improve realism, are also explained. The "Character Animation" chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Finally, the chapter on "Physical Simulation" describes methods to compute the behavior of complex natural phenomena, including not only hard objects but also flowing objects such as water and air. The four topics listed here are the fundamental elements that support 3DCG. The chapters were written by researchers who are active at the forefront of their respective fields. Each of the authors has a remarkable track record and can be said to have led the development of 3DCG technology in Japan with their wealth of experience and knowledge.To understand the mathematical content of this book, basic knowledge of analysis and linear algebra is required. This book is suitable for upper undergraduate and graduate students in computer science, engineering, and other fields in science, and is also useful for practitioners in game production and those who are interested in 3DCG.