Production Volume Rendering

Production Volume Rendering
Author: Magnus Wrenninge
Publsiher: CRC Press
Total Pages: 357
Release: 2012-09-25
Genre: Computers
ISBN: 9781568817248

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Due to limited publicly available software and lack of documentation, those involved with production volume rendering often have to start from scratch creating the necessary elements to make their system work. Production Volume Rendering: Design and Implementation provides the first full account of volume rendering techniques used for feature animation and visual effects production. It covers the theoretical underpinnings as well as the implementation of a working renderer. The book offers two paths toward understanding production volume rendering. It describes: Modern production volume rendering techniques in a generic context, explaining how the techniques fit together and how the modules are used to achieve real-world goals Implementation of the techniques, showing how to translate abstract concepts into concrete, working code and how the ideas work together to create a complete system As an introduction to the field and an overview of current techniques and algorithms, this book is a valuable source of information for programmers, technical directors, artists, and anyone else interested in how production volume rendering works. Web Resource The scripts, data, and source code for the book’s renderer are freely available at https://github.com/pvrbook/pvr. Readers can see how the code is implemented and acquire a practical understanding of how various design considerations impact scalability, extensibility, generality, and performance.

Volume Rendering

Volume Rendering
Author: Fouad Sabry
Publsiher: One Billion Knowledgeable
Total Pages: 131
Release: 2024-05-14
Genre: Computers
ISBN: PKEY:6610000568796

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What is Volume Rendering In scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Volume rendering Chapter 2: Rendering (computer graphics) Chapter 3: Texture mapping Chapter 4: Voxel Chapter 5: Tomography Chapter 6: Ray casting Chapter 7: Scientific visualization Chapter 8: Reyes rendering Chapter 9: Clipping (computer graphics) Chapter 10: Volume ray casting (II) Answering the public top questions about volume rendering. (III) Real world examples for the usage of volume rendering in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Volume Rendering.

GPU Pro 360 Guide to Rendering

GPU Pro 360 Guide to Rendering
Author: Wolfgang Engel
Publsiher: CRC Press
Total Pages: 566
Release: 2018-04-27
Genre: Computers
ISBN: 9781351261517

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Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges

Production Rendering

Production Rendering
Author: Ian Stephenson
Publsiher: Springer Science & Business Media
Total Pages: 302
Release: 2005-12-05
Genre: Computers
ISBN: 9781846280856

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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.

Handbook of Digital Image Synthesis

Handbook of Digital Image Synthesis
Author: Vincent Pegoraro
Publsiher: CRC Press
Total Pages: 880
Release: 2016-12-12
Genre: Computers
ISBN: 9781315395210

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The Handbook of Digital Image Synthesis is the most up-to-date reference guide in the rapidly developing field of computer graphics. A wide range of topics, such as, applied mathematics, data structures, and optical perception and imaging help to provide a well-rounded view of the necessary formulas for computer rendering. In addition to this diverse approach, the presentation of the material is substantiated by numerous figures and computer-generated images. From basic principles to advanced theories, this book, provides the reader with a strong foundation of computer formulas and rendering through a step-by-step process. . Key Features: Provides unified coverage of the broad range of fundamental topics in rendering Gives in-depth treatment of the basic and advanced concepts in each topic Presents a step-by-step derivation of the theoretical results needed for implementation Illustrates the concepts with numerous figures and computer-generated images Illustrates the core algorithms using platform-independent pseudo-code

Medical Image Computing and Computer Assisted Intervention MICCAI 2023

Medical Image Computing and Computer Assisted Intervention     MICCAI 2023
Author: Hayit Greenspan,Anant Madabhushi,Parvin Mousavi,Septimiu Salcudean,James Duncan,Tanveer Syeda-Mahmood,Russell Taylor
Publsiher: Springer Nature
Total Pages: 850
Release: 2023-09-30
Genre: Computers
ISBN: 9783031439872

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The ten-volume set LNCS 14220, 14221, 14222, 14223, 14224, 14225, 14226, 14227, 14228, and 14229 constitutes the refereed proceedings of the 26th International Conference on Medical Image Computing and Computer-Assisted Intervention, MICCAI 2023, which was held in Vancouver, Canada, in October 2023. The 730 revised full papers presented were carefully reviewed and selected from a total of 2250 submissions. The papers are organized in the following topical sections: Part I: Machine learning with limited supervision and machine learning – transfer learning; Part II: Machine learning – learning strategies; machine learning – explainability, bias, and uncertainty; Part III: Machine learning – explainability, bias and uncertainty; image segmentation; Part IV: Image segmentation; Part V: Computer-aided diagnosis; Part VI: Computer-aided diagnosis; computational pathology; Part VII: Clinical applications – abdomen; clinical applications – breast; clinical applications – cardiac; clinical applications – dermatology; clinical applications – fetal imaging; clinical applications – lung; clinical applications – musculoskeletal; clinical applications – oncology; clinical applications – ophthalmology; clinical applications – vascular; Part VIII: Clinical applications – neuroimaging; microscopy; Part IX: Image-guided intervention, surgical planning, and data science; Part X: Image reconstruction and image registration.

Ray Tracing Gems

Ray Tracing Gems
Author: Eric Haines,Tomas Akenine-Möller
Publsiher: Apress
Total Pages: 622
Release: 2019-02-25
Genre: Computers
ISBN: 9781484244272

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This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs

Real Time Rendering Fourth Edition

Real Time Rendering  Fourth Edition
Author: Tomas Akenine-Möller,Eric Haines,Naty Hoffman
Publsiher: CRC Press
Total Pages: 1199
Release: 2018-08-06
Genre: Computers
ISBN: 9781351816151

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Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.