Showing posts with label computer graphics. Show all posts
Showing posts with label computer graphics. Show all posts

Triangulations and Applications (Mathematics and Visualization) Review

Triangulations and Applications (Mathematics and Visualization)
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This is an outstanding book. It is clearly written and goes into great detail. There is source code available that is very well designed and clearly commented. (search for Triangulation Template Library) There are ample illustrations to help you visualize the algorithms.
It is a short book but very complete. It has an academic flavor with definitions, theorems, lemmas and extensive references. There are exercises at the end of the chapters so it was designed to be useful as a textbook for a college computer science course.
I bought it to learn the algorithms and techniques on my own, with an eye toward applying them in geometric modeling for computer games. I found it easy to follow and skipped many of the proofs on the first reading. There are several code snippets throughout the text, some are give in pseudo-code and other are C++. They use OpenGL and GLUT to demonstrate the use of the library. The triangulation library is C++ and not directly tied to OpenGL and should be applicable to Direct3D or other graphics APIs.

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This book will serve as a valuable source of information about triangulations for the graduate student and researcher. With emphasis on computational issues, it presents the basic theory necessary to construct and manipulate triangulations. In particular, the book gives a tour through the theory behind the Delaunay triangulation, including algorithms and software issues. It also discusses various data structures used for the representation of triangulations.

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Production Rendering Review

Production Rendering
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If you are working in the field there is nowadays a lot of literature on how to write a renderer, and everybody has the silver-bullet to solve at last the rendering porblem.
This book thakes you through current technologies and gives you a very clear base on where to start when designing a modern renderer for high quality imagery.
It is as well really useful for all the people who want to do a really good job when using a renderer, making you understand what's going on, and what *should be going on* in your imagery

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Details the techniques used by experienced graphics software developers to implement feature film quality rendering engines.Brings together all the skills needed to develop a rendering system.

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Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics) Review

Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics)
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A stunning 1000 page encyclopedia of spatial, multidimensional, and metric data structures and algorithms presented in the Knuth tradition. The general coverage is broader than an older, now out of print and expensive: "Design and Analysis of Spatial Data Structures". In a surprise, the new book is not only the size of a telephone directory, but it has double the number of useful pages. 4 extensive chapters cover data structures and algorithms for: points, objects and images, intervals and small rectangles, and the same data types in higher +dimensions. Within each chapter, the algorithms and clearly presented and are accompanied by an extensive use of figures. The algorithms which run from the expected to the exotic are summarized by the table of contents at the publisher's web site. Unexpected algorithms are also covered including: nearest neighbor finding which is useful for clustering applications, image pyramids, and object pyramids or hierarchies such as R-trees.The book has a textbook flavor with exercises at the end of each section where specifics are left for the student; however, solutions and pseudo-code for many of the exercises are in a 300+ page appendix maintaining the book as a useful reference. This book is comprehensive, inexpensive, and in my mind - a must have.

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Numerical Geometry of Non-Rigid Shapes (Monographs in Computer Science) Review

Numerical Geometry of Non-Rigid Shapes (Monographs in Computer Science)
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The book is accompanied by a website [...] that hosts additional materials such as lecture slides, exercises, code tutorials and examples, data, links to relevant software, and will host much more stuff as it grows. Materials from the site are intended for students, as an enhancement to the text, as well as for teachers preparing courses on relevant subjects.

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Deformable objects are ubiquitous in the world surrounding us, on all levels from micro to macro. The need to study such shapes and model their behavior arises in a wide spectrum of applications, ranging from medicine to security. In recent years, non-rigid shapes have attracted growing interest, which has led to rapid development of the field, where state-of-the-art results from very different sciences - theoretical and numerical geometry, optimization, linear algebra, graph theory, machine learning and computer graphics, to mention several - are applied to find solutions.This book gives an overview of the current state of science in analysis and synthesis of non-rigid shapes. Everyday examples are used to explain concepts and to illustrate different techniques. The presentation unfolds systematically and numerous figures enrich the engaging exposition. Practice problems follow at the end of each chapter, with detailed solutions to selected problems in the appendix. A gallery of colored images enhances the text.This book will be of interest to graduate students, researchers and professionals in different fields of mathematics, computer science and engineering. It may be used for courses in computer vision, numerical geometry and geometric modeling and computer graphics or for self-study.

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Non-Photorealistic Computer Graphics: Modeling, Rendering, and Animation (The Morgan Kaufmann Series in Computer Graphics) Review

Non-Photorealistic Computer Graphics: Modeling, Rendering, and Animation (The Morgan Kaufmann Series in Computer Graphics)
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This book was an expensive mistake. There is almost nothing in it that can't be found in the Gooch & Gooch book at half the price. Other reviewers comment on the extensive pseudo code -- I found it thin and trivial. Just when a topic gets interesting the book moves on to another subject. It lacks depth.
Mr. & Mrs. Gooch have a far superior book.
This is the second Morgan Kaufmann book I've purchased. It seems they ONLY publish derivative works at inflated prices. (The first was a book on OpenGL which covered nothing that one couldn't find in th Red Book.) I shall by nothing more from them.

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Even as developments in photorealistic computer graphicscontinue to affect our work and leisure activities, practitioners and researchers are devoting more and more attention to non-photorealistic (NPR) techniques for generating images that appear to have been created by hand.These efforts benefit every field in which illustrations-thanks to their ability to clarify,emphasize, and convey very precise meanings-offer advantages over photographs. These fields include medicine, architecture, entertainment, education, geography, publishing, and visualization.Non-Photorealistic Computer Graphics is the first and only resource to examine non-photorealistic efforts in depth, providing detailed accounts of the major algorithms, as well as the background information and implementation advicereaders need to make headway with these increasingly important techniques.Already, an estimated 10% of computer graphics users require some form of non-photorealism. Strothotte and Schlechtweg's important new book is designed and destined to be the standard NPR reference for this large, diverse, and growing group of professionals.*Hard-to-find information needed by a wide range and growing number of computer graphics programmers and applications users.*Traces NPR principles and techniques back to their origins in human vision and perception.*Focuses on areas that stand to benefit most from advances in NPR, including medical and architectural illustration, cartography, and data visualization.*Presents algorithms for two and three-dimensional effects, using pseudo-code where needed to clarify complex steps.*Helps readers attain pen-and-ink, pencil-sketch, and painterly effects, in addition to other styles.*Explores specific challenges for NPR-including "wrong" marks, deformation, natural media, artistic technique, lighting, and dimensionality.*Includes a series of programming projects in which readers can apply the book's concepts and algorithms.

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Introduction to Solid Modeling Review

Introduction to Solid Modeling
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I read the book " Introduction to solid modelling" & I liked it because it gives a first hand exposure to solid modelling to the engineering professionals who are on the brink of trying to understand solid modelling & its uses in their respective area of applications. It also helps the "C" savvy engineering application developers to understand the intricacies in developing a cad package using solid modelling techniques.

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Curves and Surfaces in Geometric Modeling: Theory & Algorithms (The Morgan Kaufmann Series in Computer Graphics) Review

Curves and Surfaces in Geometric Modeling: Theory and Algorithms (The Morgan Kaufmann Series in Computer Graphics)
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This is a great book, definitely the best among the various books on geometric design and CAGD (other good ones include Farin, Mortsenson, Piegl and Tiller, Hoscheck and Lasser). It is not as encyclopedic as the sources listed above, but it a lot more coherent and a lot clearer, because it follows the unifying concept of blossoming. As a result, one gets multiple complementary views of polynomial curves and surfaces: algebraic, geometric, combinatorial, and algorithmic. For example, we can see where the Bernstein polynomials come from, instead of mysteriously being dropped from the sky. The systematic use of blossoms (polar forms) is particularly elegant in the presentation of surfaces, where it clarifies greatly the differences between rectangular and triangular patches. The discussion of subdivision versions of the de Casteljau algorithm is very thorough and unique. Gallier's book is also the only book to discuss subdivision surfaces in some detail (Doo-Sabin, Catmull-Clark, and Loop). In particular, an analysis of the convergence of Loop's scheme is given. For this, the author gives a remarkable crash course on the discrete Fourier transform. However, this chapter is too dense and should have been split. Also, much more pictures are needed. It seems that the author was in a rush. The appendix on vector spaces is gorgeous, and the one on differentials is also excellent. This book is highly recommended to mathematically inclined readers interested in geometric modeling and computer graphics. Too bad that applications to medicine such as organ modeling, or to computer animation, are not presented. Nevertheless, Mathematica code is provided for most of the algorithms. A web site would be helpful.

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Digital Modeling of Material Appearance (The Morgan Kaufmann Series in Computer Graphics) Review

Digital Modeling of Material Appearance (The Morgan Kaufmann Series in Computer Graphics)
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This is the future of Computer Graphics. The book begins with a solid, foundational overview of light properties and their current forms of implementation. The book then gracefully develops the more advanced concepts and smoothly transitions into digital modeling of material appearance. In this subject of light there is no better compendium of knowledge, especially one that can educate due to its salient command of technical language that never obscures the concept underneath.

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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. 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.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. François Sillion is a senior researcher with INRIA (Institut National de Recherche en Informatique et Automatique), and director of its Grenoble Rhône-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 appearance.

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Geometric Modeling Review

Geometric Modeling
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This book is a definitive introduction to geometric modeling. However, the sections on solid modeling and surface-surface intersection are lacking in depth. A serious reader may consider consulting books by Farin and Piegl for Geometric modeling and Hoffman/Mantyla for solid modeling.

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Describes and compares all the important mathematical methods for modeling curves, surfaces, and solids.Prepares the reader for more advanced topics, such as 3D modeling, CAD/CAM, animation, and scientific visualization.Incorporates references throughout the text to direct the reader to more specialized treatments of the subjects.Carefully designed illustrations and exercises support each mathematical concept presented.Offers hundreds of exercises to test the readers comprehension.


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Texturing and Modeling, Third Edition: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics) Review

Texturing and Modeling, Third Edition: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics)
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This is an update of a classic book on procedural texturing and modeling by the main founders of the field. The book presents lengthy discussions of classical procedural texturing using various noise functions of the sort originated by Ken Perlin (one of the authors). It discusses newer texturing techniques such as cellular texturing, which can be used, for example, to create convincing stone patterns. Other chapters focus on animating solid textures (e.g. marble forming, volumetric gasses, etc.), fractal terrain generation, and tips for utilizing existing graphics APIs and hardware for realtime procedural texturing. This is only a sampling of the topics covered.
Code samples in C and RenderMan are given throughout, although most algorithms are given in only one of those languages. This can be a bit of a problem, as many readers will probably not have access to a RenderMan implementation. Nevertheless, it is not too difficult to translate the RenderMan code into C code in many instances.
The biggest drawback to this book is its lack of rigorous technical coverage. The decision to omit many mathematical details was a conscious choice on the part of the authors. Instead the book is mostly prose discussion of the techniques and the coarse descriptions of the underlying concepts. Although the prose is mostly clear, many times I felt myself in need of more specific, technical details. Fortunately, the book's authors are the primary researchers in this field and most of the ideas in the book have been published in academic journals. It was very easy to supplement the book with these primary sources.
Overall I found this to be a very interesting and useful book, with many algorithms essentially ready-to-run right out of the book. It would get five stars, except for the lack of technical and mathematical details mentioned above. Every serious worker in graphics needs to have this book on their shelf. I use mine often.

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The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual universes. In addition, the familiar authoritative chapters on which readers have come to rely contain all-new material covering L-systems, particle systems, scene graphs, spot geometry, bump mapping, cloud modeling, and noise improvements. There are many new spectacular color images to enjoy, especially in this edition's full-color format.As in the previous editions, the authors, who are the creators of the methods they discuss, provide extensive, practical explanations of widely accepted techniques as well as insights into designing new ones. New to the third edition are chapters by two well-known contributors: Bill Mark of NVIDIA and John Hart of the University of Illinois at Urbana-Champaign on state-of-the-art topics not covered in former editions.An accompanying Web site (www.texturingandmodeling.com) contains all of the book's sample code in C code segments (all updated to the ANSI C Standard) or in RenderMan shading language, plus files of many magnificent full-color illustrations.No other book on the market contains the breadth of theoretical and practical information necessary for applying procedural methods. More than ever, Texturing & Modeling remains the chosen resource for professionals and advanced students in computer graphics and animation.*New chapters on: procedural real-time shading by Bill Mark, procedural geometric instancing and real-time solid texturing by John Hart, hardware acceleration strategies by David Ebert, cellular texturing by Steven Worley, and procedural planets and virtual universes by Ken Musgrave.*New material on Perlin Noise by Ken Perlin.*Printed in full color throughout.*Companion Web site contains revised sample code and dozens of images.

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