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Computer graphics : developments in virtual environments /

The decades of the 1970s and 1980s were a very exciting period of discovery in the field of computer graphics. It was a time when new rendering algorithms, different modeling strategies, clever animation techniques, and significant advances in photorealism were being made. Complementing these softwa...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Earnshaw, Rae A., 1944-, Vince, John (John A.)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: London ; San Diego, Calif. : Academic Press, [1995]
Temas:
Acceso en línea:Texto completo

MARC

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019 |a 923624641 
020 |a 9781483297453  |q (electronic bk.) 
020 |a 1483297454  |q (electronic bk.) 
020 |z 0122277414 
020 |z 9780122277412 
035 |a (OCoLC)892068245  |z (OCoLC)923624641 
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082 0 4 |a 006.6  |2 22 
084 |a ST 300  |2 rvk 
084 |a DAT 758f  |2 stub 
245 0 0 |a Computer graphics :  |b developments in virtual environments /  |c edited by Rae Earnshaw and John Vince. 
264 1 |a London ;  |a San Diego, Calif. :  |b Academic Press,  |c [1995] 
264 4 |c �1995 
300 |a 1 online resource (xxiii, 503 pages, 4 unnumbered pages of plates) :  |b illustrations (some color) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references and index. 
520 |a The decades of the 1970s and 1980s were a very exciting period of discovery in the field of computer graphics. It was a time when new rendering algorithms, different modeling strategies, clever animation techniques, and significant advances in photorealism were being made. Complementing these software developments, hardware systems were dominated by raster technology and programmers had access to excellent workstations on which to develop their graphics systems. 
588 0 |a Print version record. 
505 0 |a Front Cover -- Computer Graphics: Developments in Virtual Environments -- Copyright Page -- Table of Contents -- Contributors -- Introduction -- Part 1: Techniques in modelling virtual environments -- Chapter 1. Implicit surfaces for semi-automatic medical organs reconstruction -- 1.1 Introduction -- 1.2 Shape Reconstruction with Implicit Surfaces -- 1.3 A Novel Method for Reconstruction -- 1.4 Interface for Semi-Automatic Reconstruction -- 1.5 Experimental Results -- 1.6 Conclusion -- Acknowledgements -- References 
505 8 |a Chapter 2. Approximation of smooth surfaces and adaptive sampling by piecewise-linear interpolants2.1 Introduction -- 2.2 Data-dependent Tnangulations -- 2.3 Adaptive Sampling of Smooth Surfaces -- 2.4 Conclusion -- References -- Chapter 3. Metamorphosis of freeform curves and surfaces -- 3.1 Introduction -- 3.2 Metamorphosis using Simple Convex Combination -- 3.3 Metamorphosis using Multiresolution Decomposition -- 3.4 Metamorphosis using Edge Cutting -- 3.5 Extensions and Conclusions -- References -- Part 2: Rendering virtual environments 
505 8 |a Chapter 4. Pixel-independent ray tracing4.1 Introduction -- 4.2. Reconstruction and the Eye -- 4.3 Adaptive Samples -- 4.4 Stochastic Samples -- 4.5 Subsampling -- 4.6 Delaunay Triangles -- 4.7 Reconstruction Strategy -- 4.8 Efficiency -- 4.9 Conclusion -- References -- Chapter 5. Interactive walk-through using particle tracing -- 5.1 Introduction -- 5.2 Particle Tracing and Higher-order Approximation of Illumination -- 5.3 Importance-driven Particle Tracing -- 5.4 Interactive Walk-through architecture -- 5.5 Implementation -- 5.6 Discussion 
505 8 |a 5.7 Conclusion5.8 Acknowledgements -- References -- Chapter 6. A radiosity system for real-time photo-realism -- 6.1 Introduction -- 6.2 Parallel Model -- 6.3 The Radiosity Algorithm -- 6.4 Implications of Volatile Geometry -- 6.5 Data Distribution -- 6.6 Rendering of Scenes -- 6.7 Evaluation of the System -- 6.8 Conclusion -- References -- Chapter 7. A domain decomposition method for radiosity -- 7.1 Introduction -- 7.2 Previous work -- 7.3 Partitioning -- 7.4 The DDM for radiosity -- 7.5 Parallel Issues -- 7.6 Complexity 
505 8 |a 7.7 Conclusion and future workAcknowledgements -- References -- Chapter 8. Modelling the colour of water in lighting design -- 8.1 Introduction -- 8.2 Basic Ideas -- 8.3 Calculation of the Irradiance Due to the Primary Light and Interreflection -- 8.4 Rendering of the Water Surface -- 8.5 Results and Discussions -- 8.6 Conclusions -- References -- Chapter 9. Compositing computer-generated images and video films: an application for visual assessment in urban environments -- 9.1 Introduction -- 9.2 State-of-the-Art -- 9.3 Simulation of Virtual Objects 
650 0 |a Computer graphics. 
650 0 |a Virtual reality. 
650 6 |a Infographie.  |0 (CaQQLa)201-0061849 
650 6 |a R�ealit�e virtuelle.  |0 (CaQQLa)201-0240983 
650 7 |a computer graphics.  |2 aat  |0 (CStmoGRI)aat300053170 
650 7 |a virtual reality.  |2 aat  |0 (CStmoGRI)aat300238469 
650 7 |a COMPUTERS  |x General.  |2 bisacsh 
650 7 |a Computer graphics.  |2 fast  |0 (OCoLC)fst00872119 
650 7 |a Virtual reality.  |2 fast  |0 (OCoLC)fst01167688 
650 7 |a Aufsatzsammlung  |2 gnd  |0 (DE-588)4143413-4 
650 7 |a Computergrafik  |2 gnd  |0 (DE-588)4010450-3 
650 7 |a Cyberspace  |2 gnd  |0 (DE-588)4266146-8 
700 1 |a Earnshaw, Rae A.,  |d 1944- 
700 1 |a Vince, John  |q (John A.) 
776 0 8 |i Print version:  |t Computer graphics  |z 0122277414  |w (OCoLC)33203676 
856 4 0 |u https://sciencedirect.uam.elogim.com/science/book/9780122277412  |z Texto completo