Learning Processing
Daniel Shiffman
ISBN: 978-0-12-373602-4
This book introduces programming
concepts in the context of computer graphics and visual art, in
a more accessible format than traditional programming textbooks.
It uses the open source programming language Processing as the
basis for all discussion and examples, focusing on the fundamentals
such as variables, conditionals, loops, arrays, and objects in
a highly visual manner. The book will also introduce advanced topics
such as data mining, networking, image processing, computer vision,
and 3D graphics. It will also introduce using Processing for "tangible
media"; communicating with microcontrollers
to interact with the physical environment. Processing is based
on the programming language Java, and so is an excellent introduction
to Java and object-oriented programming, and will help prepare
the student for study of more advanced object-oriented languages
such as Java or C++... [more]

Digital Modeling of Material Appearance
Julie Dorsey
Holly Rushmeier
François Sillion
ISBN: 978-0-12-221181-2
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.
This 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... [more]
Geometric Algebra for Computer Science: An Object-oriented Approach
to Geometry
Leo Dorst
Stephen Mann
Daniel Fontijne
ISBN: 978-0-123-69465-2
Within the last decade, Geometric Algebra (GA) has emerged as a
powerful alternative to classical matrix algebra as a comprehensive
conceptual language and computational system for computer science.
This book will serve as a standard introduction and reference to
the subject for students and experts alike. As a textbook, it provides
a thorough grounding in the fundamentals of GA, with many illustrations,
exercises and applications. Experts will delight in the refreshing
perspective GA gives to every topic, large and small. —David Hestenes,
Distinguished research Professor, Department of Physics, Arizona
State University... [more]
High Dynamic Range Imaging: Acquisition, Display, and Image-Based
Lighting
Erik Reinhard
Greg Ward
Sumanta Pattanaik
Paul E. Debevec
ISBN: 978-0-12-585263-0
High dynamic range imaging
produces images with a much greater range of light and color than
conventional imaging. The effect is stunning, as great as the difference
between black-and-white and color television. High
Dynamic Range Imaging is the first book to describe this exciting new field that
is transforming the media and entertainment industries. Written
by the foremost researchers in HDRI, it will explain and define
this new technology for anyone who works with images, whether it
is for computer graphics, film, video, photography, or lighting
design... [more]
Mobile 3D Graphics: with OpenGL ES and M3G
Kari Pulli
Tomi Aarnio
Ville Miettinen
Kimmo Roimela
Jani Vaarala
ISBN: 978-0-12-373727-4
Graphics and game developers
must learn to program for mobility. This book will teach you how.
"This book - written by some of the key technical experts...provides
a comprehensive but practical and easily understood introduction
for any software engineer seeking to delight the consumer with
rich 3D interactive experiences on their phone. Like the OpenGL
ES and M3G standards it covers, this book is destined to become
an enduring standard for many years to come." — Lincoln Wallen,
CTO, Electronic Arts, Mobile... [more]
Physically Based Rendering: From Theory to Implementation
Matt Pharr
Greg Humphreys
ISBN: 978-0-12-553180-1
"Computer graphics, and rendering in particular, is full of
beautiful theory. The theory covers physical concepts, such as light
fields and the interaction of light with different materials, and
mathematical concepts, such as integral equations and Monte Carlo
integration. The great thing about computers is that they allow us
to build rendering systems based on the best theory. This book turns
the theory of image-making into a practical method for creating images." —from
the foreword by Pat Hanrahan, Canon USA Professor, Stanford University... [more]
Point-Based Graphics
Prof. Dr. Markus Gross
Hanspeter Pfister
ISBN: 978-0-12-370604-1
This book will present the
latest research results in point-based computer graphics. After
an overview of the key issues, affordable 3D scanning devices will
be discussed and new concepts for the mathematical representation
of point-sampled shapes will be presented. Then the authors will
describe methods for high-performance and high-quality rendering
of point models, including advanced shading, anti-aliasing, and
transparency. The book will also present efficient data structures
for hierarchical rendering on modern graphics processors (GPUs).
In addition it will address methods for geometric processing, filtering
and resampling of point models. The last part of the book will
be devoted to Pointshop3D, open-source software for the design
of new algorithms for point-based graphics. Both editors have worked
in computer graphics for many years and have pioneered the field
of point-based graphics. They have published a large number of
papers in journals and conferences on this topic. They have founded
the IEEE/EUROGRAPHICS annual Symposium on Point-based Graphics,
which was held this year for the second time. They also taught
numerous courses on the topic at international conferences, including
ACM SIGGRAPH and EUROGRAPHICS... [more]

The Art and Science of Digital Compositing:
Techniques for Visual Effects, Animation and Motion Graphics,
2nd Edition
Ron Brinkmann
ISBN: 978-0-12-370638-6
Approx. 590 illustrations (500 in full color)... [more]
Visualization in Medicine: Theory, Algorithms, and Applications
Bernhard Preim
Dirk Bartz
ISBN: 978-0-123-70596-9
Visualization in Medicine is the first book on visualization and
its application to problems in medical diagnosis, education, and
treatment. The book describes the algorithms, the applications
and their validation (how reliable are the results?), and the clinical
evaluation of the applications (are the techniques useful?). It
discusses visualization techniques from research literature as
well as the compromises required to solve practical clinical problems.
The book covers image acquisition, image analysis, and interaction
techniques designed to explore and analyze the data. The final
chapter shows how visualization is used for planning liver surgery,
one of the most demanding surgical disciplines. The book is based
on several years of the authors' teaching and research experience.
Both authors have initiated and lead a variety of interdisciplinary
projects involving computer scientists and medical doctors, primarily
radiologists and surgeons... [more]
Visualizing Quaternions
Andrew J. Hanson
ISBN: 978-0-12-088400-1
Introduced 160 years ago as
an attempt to generalize complex numbers to higher dimensions,
quaternions are now recognized as one of the most important concepts
in modern computer graphics. They offer a powerful way to represent
rotations and compared to rotation matrices they use less memory,
compose faster, and are naturally suited for efficient interpolation
of rotations. Despite this, many practitioners have avoided quaternions
because of the mathematics used to understand them, hoping that
some day a more intuitive description will be available.
The wait is over. Andrew Hanson's new book is a fresh perspective
on quaternions. The first part of the book focuses on visualizing
quaternions to provide the intuition necessary to use them, and
includes many illustrative examples to motivate why they are important—a
beautiful introduction to those wanting to explore quaternions
unencumbered by their mathematical aspects. The second part covers
the all-important advanced applications, including quaternion curves,
surfaces, and volumes. Finally, for those wanting the full story
of the mathematics behind quaternions, there is a gentle introduction
to their four-dimensional nature and to Clifford Algebras, the
all-encompassing framework for vectors and quaternions... [more]

In Silico:
Cell Biology Art and Science with MAYA and MEL
Jason Sharpe
Charles Lumsden
Nicholas Woolridge
ISBN: 978-0-12-373655-0
Approx. 330 illustrations (300 in full color)... [more]
Computer
Animation: Algorithms and Techniques, 2nd Edition
Rick Parent
ISBN: 978-0-12-532000-9
Driven by the demands of research and the entertainment industry,
the techniques of animation are pushed to render increasingly complex
objects with ever-greater life-like appearance and motion. This
rapid progression of knowledge and technique impacts professional
developers, as well as students. Developers must maintain their
understanding of conceptual foundations, while their animation
tools become ever more complex and specialized. The second edition
of Rick Parent's Computer Animation is an excellent
resource for the designers who must meet this challenge. The first
edition established its reputation as the best technically oriented
animation text. This new edition focuses on the many recent developments
in animation technology, including fluid animation, human figure
animation, and soft body animation. The new edition revises and
expands coverage of topics such as quaternions, natural phenomenon,
facial animation, and inverse kinematics... [more]

Complete Maya Programming: An Extensive Guide to MEL and C++ API
David A. D. Gould
ISBN: 978-1-55860-835-1
Learning Maya, the world's
leading 3D animation and effects package, is a challenge, especially
for those who want to master Maya's versatile programming features
in addition to its built-in tools.
Finally, here is a practical, step-by-step guide that shows how
to use Maya to its fullest potential, beginning with the basics.
Readers of Complete Maya Programming will first gain a thorough
understanding of Maya's inner workings, and then learn how to customize
and extend Maya with scripts and plugins that take control and
productivity to new levels... [more]
Complete Maya Programming Volume II: An In-depth Guide to 3D Fundamentals,
Geometry, and Modeling
David A. D. Gould
ISBN: 978-0-12-088482-7
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... [more]
Advanced
Graphics Programming Using OpenGL
Tom McReynolds
David Blythe
ISBN: 978-1-558-60659-3
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... [more]
Programming With Quartz: 2d And Pdf Graphics in MAC OS X
David
Gelphman
Bunny Laden
ISBN: 978-0-123-69473-7
Written by members of the development team at Apple, Programming
with Quartz is the first book to describe the sophisticated graphics
system of Mac OS X. By using the methods described in this book,
developers will be able to fully exploit the state-of-the-art graphics
capabilities of Mac OS X in their applications, whether for Cocoa
or Carbon development. This book also serves as an introduction
to 2D graphics concepts, including how images are drawn and how
color is rendered. It includes guidance for working with PDF documents,
drawing bitmap graphics, using Quartz built-in color management,
and drawing text. Programming with Quartz is a rich resource for
new and experienced Mac OS X developers, Cocoa and Carbon programmers,
UNIX developers who are migrating to Mac OS X, and anyone interested
in powerful 2D graphics systems... [more]
X3d: Extensible 3d Graphics for Web Authors
Don Brutzman
Leonard
Daly
ISBN: 978-0-120-88500-8
In the early days of the Web a need was recognized for a language
to display 3D objects through a browser. An HTML-like language,
VRML, was proposed in 1994 and became the standard for describing
interactive 3D objects and worlds on the Web. 3D Web courses were
started, several best-selling books were published, and VRML continues
to be used today. However VRML, because it was based on HTML, is
a stodgy language that is not easy to incorporate with other applications
and has been difficult to add features to. Meanwhile, applications
for interactive 3D graphics have been exploding in areas such as
medicine, science, industry, and entertainment. There is a strong
need for a set of modern Web-based technologies, applied within
a standard extensible framework, to enable a new generation of
modeling & simulation applications to emerge, develop, and
interoperate. X3D is the next generation open standard for 3D on
the web. It is the result of several years of development by the
Web 3D Consortium's X3D Task Group. Instead of a large monolithic
specification (like VRML), which requires full adoption for compliance,
X3D is a component-based architecture that can support applications
ranging from a simple non-interactive animation to the latest streaming
or rendering applications... [more]

Artificial Intelligence for Games
Ian Millington
ISBN: 978-0-12-497782-2
Creating robust artificial
intelligence is one of the greatest challenges for game developers.
The commercial success of a game is often dependent upon the quality
of the AI, yet the engineering of AI is often begun late in the
development process and is frequently misunderstood. In this book,
Ian Millington brings extensive professional experience to the
problem of improving the quality of AI in games. A game developer
since 1987, he was founder of Mindlathe Ltd., at the time the largest
specialist AI company in gaming. Ian shows how to think about AI
as an integral part of game play. He describes numerous examples
from real games and explores the underlying ideas through detailed
case studies. He goes further to introduce many techniques little
used by developers today. The book’s CD-ROM
contains a library of C++ source code and demonstration programs,
and provides access to a website with a complete commercial source
code library of AI algorithms and techniques... [more]

Networked Graphics: Building Networked Games and Virtual Environments
Anthony Steed
ISBN: 978-0-12-374423-4
The days when Computer Graphics
applications were represented by re-mastered Disney cartoons and
Ms. PacMan are over. Fighter pilots and surgeons train to kill
and save lives with computer graphics simulation environments.
Massively multiplayer online games (MMOGs) allow hundreds or thousands
of players to simultaneously interact in breathtakingly detailed
3D worlds they are connected to via the Internet.
This means that it's no longer enough for developers and programmers
working on these apps to create incredible computer graphics. Now
these graphics must also have sophisticated networking capabilities... [more]
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