Real Time Volume Graphics

Real Time Volume Graphics
Author: Klaus Engel,Markus Hadwiger,Joe Kniss,Christof Rezk-Salama,Daniel Weiskopf
Publsiher: CRC Press
Total Pages: 515
Release: 2006-07-21
Genre: Computers
ISBN: 9781439864296

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Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagr

Volume Graphics

Volume Graphics
Author: Min Chen,Arie E. Kaufman,Roni Yagel
Publsiher: Springer Science & Business Media
Total Pages: 429
Release: 2012-12-06
Genre: Computers
ISBN: 9781447107378

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Min Chen, Arie E. Kaufman and Roni Yage/ Volume graphics is concerned with graphics scenes defined in volume data types, where a model is specified by a mass of points instead of a collection of surfaces. The underlying mathematical definition of such a model is a set of scalar fields, which define the geometrical and physical properties of every point in three dimensional space. As true 3D representations, volume data types possess more descriptive power than surface data types, and are morphologically closer to many high-level modelling schemes in traditional surface graphics such as parametric surfaces, implicit surfaces and volume sweeping. The past decade has witnessed significant advances in volume visualisation, driven mainly by applications such as medical imaging and scientific computation. The work in this field has produced a number of volume rendering methods that enable 3D information in a volumetric dataset to be selectively rendered into 2D images. With modern computer hardware, such a process can easily be performed on an ordinary workstation. More importantly, volume-based rendering offers a consistent solution to the primary deficiencies of the traditional surface-based rendering, which include its inability to encapsulate the internal description of a model, and the difficulties in rendering amorphous phenomena. The emergence of volume-based techniques has not only broadened the extent of graphics applications, but also brought computer graphics closer to other scientific and engineering disciplines, including image processing, computer vision, finite element analysis and rapid prototyping.

Volume Graphics 2001

Volume Graphics 2001
Author: K. Mueller,A. Kaufman
Publsiher: Springer Science & Business Media
Total Pages: 425
Release: 2012-12-06
Genre: Computers
ISBN: 9783709167564

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This book contains the proceedings of the International Workshop on Volume Graphics 200 1 (VG'O I) which took place on June 21 and June 22 at Stony Brook, New York. This year's event was the second in the series, following a successful premiere in Swansea, Wales, in March 1999, and was co-sponsored by the IEEE Technical Committee on Visualization and Graphics (TC-VG) as well as EUROGRAPHICS. The Volume Graphics Workshop is held bi-annually and has been created to pro vide a forum for the exploration and advancement of volume-based techniques, beyond the scope of just volume visualization. It brings together researchers and practitioners both from academia and industry, from many parts of the world. Volume graphics is in the process of evolving into a general graphics technology, and the papers included in these proceedings are testimonial to the wide spectrum of unique applications and solu tions that volumetric representations are able to offer.

Real Time Rendering

Real Time Rendering
Author: Tomas Akenine-Möller,Eric Haines,Naty Hoffman
Publsiher: CRC Press
Total Pages: 1046
Release: 2019-01-18
Genre: Computers
ISBN: 9781315362007

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Thoroughly revised, this third 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. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

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.

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.

Game Engine Gems Volume One

Game Engine Gems  Volume One
Author: Eric Lengyel
Publsiher: Jones & Bartlett Publishers
Total Pages: 382
Release: 2010-04-05
Genre: Computers
ISBN: 9780763778880

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Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each "gem" presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. A CD-ROM containing all the source codes and demos accompanies the book.

Computer Graphics

Computer Graphics
Author: Alexey Boreskov,Evgeniy Shikin
Publsiher: CRC Press
Total Pages: 576
Release: 2013-10-25
Genre: Computers
ISBN: 9781482215571

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Complete Coverage of the Current Practice of Computer GraphicsComputer Graphics: From Pixels to Programmable Graphics Hardware explores all major areas of modern computer graphics, starting from basic mathematics and algorithms and concluding with OpenGL and real-time graphics. It gives students a firm foundation in today's high-performance graphic