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Three-dimensional surface topography
Authors: ---
ISBN: 1281035505 9786611035501 0080542980 1857180267 Year: 2000 Publisher: London : Penton,

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Abstract

This fully illustrated text explains the basic measurement techniques, describes the commercially available instruments and provides an overview of the current perception of 3-D topography analysis in the academic world and industry, and the commonly used 3-D parameters and plots for the characterizing and visualizing 3-D surface topography. It also includes new sections providing full treatment of surface characterization, filtering technology and engineered surfaces, as well as a fully updated bibliography.

Advanced techniques for assessment surface topography : development of a basis for 3D surface texture standards "surfstand"
Authors: ---
ISBN: 128103553X 9786611035532 1417526378 0080526527 9781417526376 9781903996119 1903996112 Year: 2003 Publisher: London ; Sterling, VA : Kogan Page Science,

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This publication deals with the latest developments in the field of 3D surface metrology and will become a seminal text in this important area. It has been prepared with the support of the European Community's Directorate General XII and represents the culmination of research conducted by 11 international partners as part of an EU-funded project. The aim of the project is to inform standards bodies of the possibilities that exist for a new international standard covering the field of 3D surface characterisation.The book covers a description of the proposed 3D surface parameters


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Unity virtual reality development with VRTK4 : a no-coding approach to developing immersive VR experiences, games, & apps
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ISBN: 1484279328 1484279336 Year: 2022 Publisher: Berkeley, California : Apress L. P.,

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Get hands-on practical knowledge of concepts and techniques for VR development using Unity® and VRTK version 4. This book is a step-by-step guide to learning VRTK 4 for developing immersive VR experiences. Unity is a powerful game engine for developing VR experiences. With its built-in support for all major VR headsets, it's the perfect tool for developers to realize their vision in VR.


Book
Techniques for 3-D machine perception
Author:
ISBN: 0444879013 0444600221 1299282512 9780444879011 9781299282513 9780444600226 Year: 1986 Volume: 3 Publisher: Amsterdam North-Holland

Point-based graphics
Authors: ---
ISBN: 1281119008 9786611119003 0080548822 0123706041 Year: 2007 Publisher: Amsterdam ; Boston : Morgan Kaufmann,

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The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Point-based graphics promises to change all that, and this book explains how. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry

Object recognition in man, monkey, and machine
Authors: ---
ISBN: 0262700700 0262287609 0585090084 9780262287609 9780585090085 9780262700702 Year: 1998 Publisher: Cambridge, Mass. MIT Press

Three dimensional applications in Geographical Information Systems
Author:
ISBN: 0850667763 Year: 1993 Publisher: London Taylor and Francis


Book
Video game spaces : image, play, and structure in 3D game worlds
Author:
ISBN: 1282240560 9786612240560 0262255111 9780262255110 9780262141017 0262141019 0262293013 9780262293013 9781282240568 6612240563 Year: 2008 Publisher: Cambridge, Massachusetts : The MIT Press,

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Abstract

Here, Nitsche introduces five analytical layers - rule-based space, mediated space, fictional space, play space, and social space - and uses them in the analyses of games that range from early classics to recent titles.

Real-time shader programming : covering DirectX 9.0
Author:
ISBN: 1558608532 9786611796211 1281796212 0080515908 9780080515908 9781558608535 Year: 2003 Publisher: San Francisco : Morgan Kaufmann Publishers,

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Now that PC users have entered the realm of programmable hardware, graphics programmers can create 3D images and animations comparable to those produced by RenderMan's procedural programs--but in real time. Here is a book that will bring this cutting-edge technology to your computer.Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, Real-Time Shader Programming provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time proce

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