The Morgan Kaufmann Series in Computer Graphics - Böcker
Complete Maya Programming Volume II
An In-depth Guide to 3D Fundamentals, Geometry, and Modeling
763 kr
Skickas inom 7-10 vardagar
David Gould's acclaimed first book, Complete Maya Programming: An Extensive Guide to MEL and the C++ API, provides artists and programmers with a deep understanding of the way Maya works and how it can be enhanced and customized through programming. In his new book David offers a gentle, intuitive introduction to the core ideas of computer graphics.
Each concept is explained progressively and is fully implemented in both MEL and C++ so that an artist or programmer can use the source code directly in their own programs. Geometry and modeling are covered in detail with progressively more complex examples demonstrating all of Maya's possible programming features.
David Gould's first volume is widely regarded as the most authoritative reference on Maya programming. Volume II continues this tradition and provides an unmatched guide for the artist and programmer tackling complex tasks.
Covers a spectrum of topics in computer graphics including points and vectors, rotations, transformations, curves and surfaces (polygonal, NURBS, subdivision), and modeling Offers insights to Maya's inner workings so that an artist or programmer can design and develop customized tools and solutions Discusses problem solving with MEL (Maya's scripting language) and the more powerful and versatile C++ API, with plenty of code examples for each836 kr
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635 kr
Skickas inom 7-10 vardagar
Trying to learn Maya programming from the documentation can be daunting whether or not you are a programmer. The first edition of MEL Scripting for Maya Animators earned the reputation as the best introductory book on MEL, Maya's scripting language. Now fully revised and updated, the second edition also includes new features, such as a discussion of global procedures, new chapters on fixing programming bottlenecks, advanced user interface techniques, and optimizing character rigs. New chapters on utility nodes and Maya's Web Panel feature provide new ideas on how to use MEL in applications.
This new edition has kept the popular style of the first edition that offered very clear explanations of programming concepts to those without programming experience. A generous collection of code examples and Maya scene files is included on the companion Web site. This is a book for animators, artists, game developers, visual effects developers, and technical directors who want to learn the fundamentals of Maya, how to automate tasks, personalize user interfaces, build custom tools, and solve problems with MEL.
Fully updated with several new chapters Profusely illustrated and includes a companion Web site with numerous code examples and scene files The authors bring their extensive experience in professional production studios to provide expert guidance786 kr
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Computer graphics systems are capable of generating stunningly realistic images of objects that have never physically existed. In order for computers to create these accurately detailed images, digital models of appearance must include robust data to give viewers a credible visual impression of the depicted materials. In particular, digital models demonstrating the nuances of how materials interact with light are essential to this capability.
Digital Modeling of Material Appearance is the first comprehensive work on the digital modeling of material appearance: it explains how models from physics and engineering are combined with keen observation skills for use in computer graphics rendering.
Written by the foremost experts in appearance modeling and rendering, this book is for practitioners who want a general framework for understanding material modeling tools, and also for researchers pursuing the development of new modeling techniques. The text is not a "how to" guide for a particular software system. Instead, it provides a thorough discussion of foundations and detailed coverage of key advances.
Practitioners and researchers in applications such as architecture, theater, product development, cultural heritage documentation, visual simulation and training, as well as traditional digital application areas such as feature film, television, and computer games, will benefit from this much needed resource.
ABOUT THE AUTHORSJulie Dorsey and Holly Rushmeier are professors in the Computer Science Department at Yale University and co-directors of the Yale Computer Graphics Group. Fran�ois Sillion is a senior researcher with INRIA (Institut National de Recherche en Informatique et Automatique), and director of its Grenoble Rh�ne-Alpes research center.
First comprehensive treatment of the digital modeling of material appearance Provides a foundation for modeling appearance, based on the physics of how light interacts with materials, how people perceive appearance, and the implications of rendering appearance on a digital computer An invaluable, one-stop resource for practitioners and researchers in a variety of fields dealing with the digital modeling of material appearance635 kr
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Visual Effects in a Digital World
A Comprehensive Glossary of over 7000 Visual Effects Terms
625 kr
Skickas inom 7-10 vardagar
As the visual effects industry has diversified, so too have the books written to serve the needs of this industry. Today there are hundreds of highly specialized titles focusing on particular aspects of film and broadcast animation, computer graphics, stage photography, miniature photography, color theory, and many others.
Visual Effects in a Digital World offers a much-needed reconsolidation of this knowledge. All of the industry's workers frequently need to understand concepts from other specialties, and this book-the only one of its kind-lets them look up and grasp the basics of any visual effects concept in a matter of seconds. It's a great way for everyone, regardless of experience, to find their way through the jargon and learn what they need to know.
Authoritative coverage from a winner visual effects expert-winner of a British Academy Award and two Emmys Covers topics such as computer graphics, digital compositing, live action, stage, and miniature photography, and a wide range of computer and Internet concepts Offers job descriptions for positions found throughout the industry Demystifies the jargon used by practitioners in every subspecialty887 kr
Skickas inom 7-10 vardagar
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 PhotoshopThe Art and Science of Digital Compositing
Techniques for Visual Effects, Animation and Motion Graphics
746 kr
Skickas inom 7-10 vardagar
The classic reference, with over 25,000 copies in print, has been massively expanded and thoroughly updated to include state-of-the-art methods and 400+ all-new full color images!
"At ILM, compositing is one of the most important tools we use. If you want to learn more, this excellent 2nd-edition is detailed with hundreds of secrets that will help make your comps seamless. For beginners or experts, Ron walks you through the processes of analysis and workflows - linear thinking which will help you become deft and successfully tackle any shot." --Dennis Muren ASC, Senior Visual Effects Supervisor, Industrial Light & Magic
"Ron Brinkman's book is the definitive work on digital compositing and we have depended on this book as a critical part of our in-house training program at Imageworks since the 1999 Edition. We use this book as a daily textbook and reference for our lighters, compositors and anyone working with digital imagery. It is wonderful to see a new edition being released and it will certainly be required reading for all our digital artists here at Imageworks." --Sande Scoredos, Executive Director of Training & Artist Development, Sony Pictures Imageworks
The Art and Science of Digital Compositing is the only complete overview of the technical and artistic nature of digital compositing. It covers a wide range of topics from basic image creation, representation and manipulation, to a look at the visual cues that are necessary to create a believable composite. Designed as an introduction to the field, as well as an authoritative technical reference, this book provides essential information for novices and professionals alike.
17 new case-studies provide in-depth looks at the compositing work done on films such as Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Golden Compass, The Incredibles, King Kong, The Lord of the Rings: The Return of the King, Sin City, Spider-Man 2, Wallace and Gromit: The Curse of the Were-Rabbit, and Star Wars: Episode 3 - Revenge of the Sith. Includes new sections on 3D compositing, High Dynamic Range (HDR) imaging, Rotoscoping, and much more! All disc-based content for this title is now available on the Web. 17 new case-studies provide in-depth looks at the compositing work done on films such as Chronicles of Narnia: The Lion, the Witch and the Wardrobe, The Golden Compass, The Incredibles, King Kong, The Lord of the Rings: The Return of the King, Sin City, Spider-Man 2, Wallace and Gromit: The Curse of the Were-Rabbit, and Star Wars: Episode 3 - Revenge of the Sith. Includes new sections on 3D compositing, High Dynamic Range (HDR) imaging, Rotoscoping, and much more!673 kr
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Geometric Algebra for Computer Science (Revised Edition)
An Object-Oriented Approach to Geometry
910 kr
Skickas inom 7-10 vardagar
Geometric Algebra for Computer Science (Revised Edition) presents a compelling alternative to the limitations of linear algebra.
Geometric algebra (GA) is a compact, time-effective, and performance-enhancing way to represent the geometry of 3D objects in computer programs. This book explains GA as a natural extension of linear algebra and conveys its significance for 3D programming of geometry in graphics, vision, and robotics. It systematically explores the concepts and techniques that are key to representing elementary objects and geometric operators using GA. It covers in detail the conformal model, a convenient way to implement 3D geometry using a 5D representation space. Numerous drills and programming exercises are helpful for both students and practitioners. A companion web site includes links to GAViewer, a program that will allow you to interact with many of the 3D figures in the book; and Gaigen 2, the platform for the instructive programming exercises that conclude each chapter.
The book will be of interest to professionals working in fields requiring complex geometric computation such as robotics, computer graphics, and computer games. It is also be ideal for students in graduate or advanced undergraduate programs in computer science.
Explains GA as a natural extension of linear algebra and conveys its significance for 3D programming of geometry in graphics, vision, and robotics.Systematically explores the concepts and techniques that are key to representing elementary objects and geometric operators using GA.Covers in detail the conformal model, a convenient way to implement 3D geometry using a 5D representation space.Presents effective approaches to making GA an integral part of your programming.Includes numerous drills and programming exercises helpful for both students and practitioners.Companion web site includes links to GAViewer, a program that will allow you to interact with many of the 3D figures in the book, and Gaigen 2, the platform for the instructive programming exercises that conclude each chapter.799 kr
Skickas inom 7-10 vardagar
Digital Video and HD: Algorithms and Interfaces provides a one-stop shop for the theory and engineering of digital video systems. Equally accessible to video engineers and those working in computer graphics, Charles Poynton's revision to his classic text covers emergent compression systems, including H.264 and VP8/WebM, and augments detailed information on JPEG, DVC, and MPEG-2 systems. This edition also introduces the technical aspects of file-based workflows and outlines the emerging domain of metadata, placing it in the context of digital video processing.
Basic concepts of digitization, sampling, quantization, gamma, and filtering Principles of color science as applied to image capture and display Scanning and coding of SDTV and HDTV Video color coding: luma, chroma (4:2:2 component video, 4fSC composite video) Analog NTSC and PAL Studio systems and interfaces Compression technology, including M-JPEG and MPEG-2 Broadcast standards and consumer video equipmentLearning Processing
A Beginner's Guide to Programming Images, Animation, and Interaction
510 kr
Skickas inom 7-10 vardagar
937 kr
Skickas inom 7-10 vardagar
Visual Computing for Medicine, Second Edition, offers cutting-edge visualization techniques and their applications in medical diagnosis, education, and treatment. The book includes algorithms, applications, and ideas on achieving reliability of results and clinical evaluation of the techniques covered. Preim and Botha illustrate visualization techniques from research, but also cover the information required to solve practical clinical problems. They base the book on several years of combined teaching and research experience. This new edition includes six new chapters on treatment planning, guidance and training; an updated appendix on software support for visual computing for medicine; and a new global structure that better classifies and explains the major lines of work in the field.
Complete guide to visual computing in medicine, fully revamped and updated with new developments in the field Illustrated in full color Includes a companion website offering additional content for professors, source code, algorithms, tutorials, videos, exercises, lessons, and more727 kr
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Mathematical optimization is used in nearly all computer graphics applications, from computer vision to animation. This book teaches readers the core set of techniques that every computer graphics professional should understand in order to envision and expand the boundaries of what is possible in their work.
Study of this authoritative reference will help readers develop a very powerful tool- the ability to create and decipher mathematical models that can better realize solutions to even the toughest problems confronting computer graphics community today.
Distills down a vast and complex world of information on optimization into one short, self-contained volume especially for computer graphics Helps CG professionals identify the best technique for solving particular problems quickly, by categorizing the most effective algorithms by application Keeps readers current by supplementing the focus on key, classic methods with special end-of-chapter sections on cutting-edge developments1 225 kr
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Understanding Virtual Reality: Interface, Application, and Design, Second Edition arrives at a time when the technologies behind virtual reality have advanced dramatically. The book helps users take advantage of the ways they can identify and prepare for the applications of VR in their field. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as underlying technologies evolve. Included are a history of VR, systems currently in use, the application of VR, and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability.
Features substantive, illuminating coverage designed for technical or business readers and the classroom Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields Provides (via a companion website) additional case studies, tutorials, instructional materials, and a link to an open-source VR programming system Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software, and a new glossary with picturesPyramid Algorithms
A Dynamic Programming Approach to Curves and Surfaces for Geometric Modeling
1 276 kr
Skickas inom 7-10 vardagar
Pyramid Algorithms presents a unique approach to understanding, analyzing, and computing the most common polynomial and spline curve and surface schemes used in computer-aided geometric design, employing a dynamic programming method based on recursive pyramids.The recursive pyramid approach offers the distinct advantage of revealing the entire structure of algorithms, as well as relationships between them, at a glance. This book-the only one built around this approach-is certain to change the way you think about CAGD and the way you perform it, and all it requires is a basic background in calculus and linear algebra, and simple programming skills.
Written by one of the world's most eminent CAGD researchersDesigned for use as both a professional reference and a textbook, and addressed to computer scientists, engineers, mathematicians, theoreticians, and students alikeIncludes chapters on Bezier curves and surfaces, B-splines, blossoming, and multi-sided Bezier patchesRelies on an easily understood notation, and concludes each section with both practical and theoretical exercises that enhance and elaborate upon the discussion in the text* Foreword by Professor Helmut Pottmann, Vienna University of Technology1 105 kr
Skickas inom 7-10 vardagar
Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more.
If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices.
Features
Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.Covers problems relevant for both 2D and 3D graphics programming.Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.Provides the math and geometry background you need to understand the solutions and put them to work.Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.* Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.* Covers problems relevant for both 2D and 3D graphics programming.* Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.* Provides the math and geometry background you need to understand the solutions and put them to work.* Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.* Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.625 kr
Skickas inom 7-10 vardagar
Advanced RenderMan: Creating CGI for Motion Pictures is precisely what you and other RenderMan users are dying for. Written by the world's foremost RenderMan experts, it offers thoroughly updated coverage of the standard while moving beyond the scope of the original RenderMan Companion to provide in-depth information on dozens of advanced topics. Both a reference and a tutorial, this book will quickly prove indispensable, whether you're a technical director, graphics programmer, modeler, animator, or hobbyist.
Explore the Power of RenderMan
Use the entire range of geometric primitives supported by RenderMan. Understand how and when to use procedural primitives and level of detail. Master every nuance of the Shading Language. Write detailed procedural shaders using texture, displacement, pattern generation, and custom reflection models. Write shaders for special effects relating to volumes, custom lighting, and non-photorealistic media. Use antialiasing to ensure that your shaders are free of artifacts. Minimize the expense of rendering scenes by optimizing input.Other Features from Advanced RenderMan
Offers expert advice and instruction applicable to any RenderMan-compliant renderer. Filled with technical illustrations and many full-color representations of effects supported by the RenderMan standard. Includes a chapter reviewing key math and computer graphics concepts.885 kr
Skickas inom 7-10 vardagar
The latest from a computer graphics pioneer, An Introduction to NURBS is the ideal resource for anyone seeking a theoretical and practical understanding of these very important curves and surfaces. Beginning with B�zier curves, the book develops a lucid explanation of NURBS curves, then does the same for surfaces, consistently stressing important shape design properties and the capabilities of each curve and surface type. Throughout, it relies heavily on illustrations and fully worked examples that will help you grasp key NURBS concepts and deftly apply them in your work. Supplementing the lucid, point-by-point instructions are illuminating accounts of the history of NURBS, written by some of its most prominent figures. Whether you write your own code or simply want deeper insight into how your computer graphics application works, An Introduction to NURBS will enhance and extend your knowledge to a degree unmatched by any other resource.
Presents vital information with applications in many different areas: CAD, scientific visualization, animation, computer games, and more. Facilitates accessiblity to anyone with a knowledge of first-year undergraduate mathematics. Details specific NURBS-based techniques, including making cusps with B-spline curves and conic sections with rational B-spline curves. Presents all important algorithms in easy-to-read pseudocode-useful for both implementing them and understanding how they work. Includes complete references to additional NURBS resources.1 105 kr
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This fifth edition has been fully updated to cover the many advances made in CAGD and curve and surface theory since 1997, when the fourth edition appeared. Material has been restructured into theory and applications chapters. The theory material has been streamlined using the blossoming approach; the applications material includes least squares techniques in addition to the traditional interpolation methods. In all other respects, it is, thankfully, the same. This means you get the informal, friendly style and unique approach that has made Curves and Surfaces for CAGD: A Practical Guide a true classic.
The book's unified treatment of all significant methods of curve and surface design is heavily focused on the movement from theory to application. The author provides complete C implementations of many of the theories he discusses, ranging from the traditional to the leading-edge. You'll gain a deep, practical understanding of their advantages, disadvantages, and interrelationships, and in the process you'll see why this book has emerged as a proven resource for thousands of other professionals and academics.
Provides authoritative and accessible information for those working with or developing computer-aided geometric design applications Covers all significant CAGD curve and surface design techniques-from the traditional to the experimental Includes a new chapter on recursive subdivision and triangular meshes Presents topical programming exercises useful to professionals and students alike1 012 kr
Skickas inom 7-10 vardagar
748 kr
Skickas inom 7-10 vardagar