Search Results Heading

MBRLSearchResults

mbrl.module.common.modules.added.book.to.shelf
Title added to your shelf!
View what I already have on My Shelf.
Oops! Something went wrong.
Oops! Something went wrong.
While trying to add the title to your shelf something went wrong :( Kindly try again later!
Are you sure you want to remove the book from the shelf?
Oops! Something went wrong.
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
    Done
    Filters
    Reset
  • Language
      Language
      Clear All
      Language
  • Subject
      Subject
      Clear All
      Subject
  • Item Type
      Item Type
      Clear All
      Item Type
  • Discipline
      Discipline
      Clear All
      Discipline
  • Year
      Year
      Clear All
      From:
      -
      To:
  • More Filters
19 result(s) for "COMPUTERS / Computer Graphics bisacsh"
Sort by:
Visual Perception from a Computer Graphics Perspective
Suitable for readers studying or working in the fields of computer graphics and visualization, cognitive science, and visual neuroscience, this book provides an introduction to human visual perception. It focuses on how computer graphics images are generated, rather than solely on the visual system's organization, so the text provides a more direct tie between image generation and the resulting perceptual phenomena. It covers topics such as illumination, action, and perception of factors including material properties, pictorial space, image statistics, and spatial cognition.
Combinatorial Maps
This book gathers important ideas related to combinatorial maps and explains how the maps are applied in geometric modeling and image processing. It focuses on two subclasses of combinatorial maps: n-Gmaps and n-maps. The book presents the data structures, operations, and algorithms that are useful in handling subdivided geometric objects. It shows how to study data structures for the explicit representation of subdivided geometric objects and describes operations for handling the structures. The book also illustrates results of the design of data structures and operations.
Practical algorithms for 3D computer graphics
This second edition presents up-to-date algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables readers to create a complete suite of programs for 3D computer animation, modeling, and image synthesis. This edition includes three new chapters on real-time 3D programming using OpenGL, 3D graphics for mobile devices, and the open source OpenFX 3D tools suite. Source code, documentation, and much more are available on the author's website.
Virtual Reality
A unique manual providing current virtual reality oncepts and technologies, including mathematics and modelling techniques, allowing the reader to formalize, conceptualize and construct a virtual reality project from original thought to application.
Isosurfaces
This work represents the first book to focus on basic algorithms for isosurface construction. It also gives a rigorous mathematical perspective on some of the algorithms and results. In color throughout, the book covers the Marching Cubes algorithm and variants, dual contouring algorithms, multilinear interpolation, multiresolution isosurface extraction, isosurfaces in four dimensions, interval volumes, and contour trees. It also describes data structures for faster isosurface extraction as well as methods for selecting significant isovalues.
Virtual Reality: Concepts and Technologies
A unique manual providing current virtual reality oncepts and technologies, including mathematics and modelling techniques, allowing the reader to formalize, conceptualize and construct a virtual reality project from original thought to application.
Computer Graphics
A complete and integrated introduction to computer graphics, this book focuses on conceptual aspects of computer graphics, covering fundamental mathematical theories and models and the inherent problems in implementing them. Only requiring basic knowledge of calculus and linear algebra, the text introduces the core challenges of the field and provides suggestions for further reading and studying on various topics. For each conceptual problem described, solution strategies are compared and presented in algorithmic form.
Introduction to Modeling Convection in Planets and Stars
This book provides readers with the skills they need to write computer codes that simulate convection, internal gravity waves, and magnetic field generation in the interiors and atmospheres of rotating planets and stars. Using a teaching method perfected in the classroom, Gary Glatzmaier begins by offering a step-by-step guide on how to design codes for simulating nonlinear time-dependent thermal convection in a two-dimensional box using Fourier expansions in the horizontal direction and finite differences in the vertical direction. He then describes how to implement more efficient and accurate numerical methods and more realistic geometries in two and three dimensions. In the third part of the book, Glatzmaier demonstrates how to incorporate more sophisticated physics, including the effects of magnetic field, density stratification, and rotation. Featuring numerous exercises throughout, this is an ideal textbook for students and an essential resource for researchers. Describes how to create codes that simulate the internal dynamics of planets and stars Builds on basic concepts and simple methods Shows how to improve the efficiency and accuracy of the numerical methods Describes more relevant geometries and boundary conditions Demonstrates how to incorporate more sophisticated physics