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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
Tabla de Contenidos:
  • 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
  • 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
  • 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
  • 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
  • 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