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Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include : updated coverage of existing topics ; major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures ; a text now printed entirely in four-color to enhance illustrative figures of concepts.The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs. [Publisher]
Computer graphics --- Infographie --- Computer graphics. --- Infographie. --- beeldtechniek --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Digital techniques
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Develop fun and exciting games and create amazing animations for your existing apps with SpriteKit, Apple's 2D game development framework About This Book Learn the key concepts of game development in iOS Take advantage of SpriteKit to create your own games and improve your apps Follow the step-by-step chapters to create a complete product ready to submit to the App Store Who This Book Is For Getting Started with SpriteKit is for beginner-level iOS developers who want to add an extra edge to their apps and create amazing games using SpriteKit. It doesn't matter whether you have experience in iOS development or not as this book will show you the swift tricks you can use to create games. What You Will Learn Create and configure a SpriteKit project from scratch Load and manage the basic elements of games such as sprites, labels, and geometrical primitives Handle touch events, detect collisions, and play sound audio files Create complex elements, animate sprites, and run the parallax effect Complete your games with key components such as a main menu, transitions between scenes, a tutorial, and the ability to load and save data Increase the efficiency of your device using the accelerometer or by adding shaders, lights, and shadows Gain complementary techniques such as creating or finding audio resources, applying SpriteKit to apps, or using third-party tools In Detail SpriteKit is Apple's game engine to develop native iOS games. Strongly boosted by the Apple Inc., Cupertino, it has increased in popularity since its first release. This book shows you the solutions provided by SpriteKit to help you create any 2D game you can imagine and apply them to create animations that will highlight your existing apps. This book will give you the knowledge you need to apply SpriteKit to your existing apps or create your own games from scratch. Throughout the book, you will develop a complete game. The beautiful designs implemented in the game in this book will easily lead you to learn the basis of 2D game development, including creating and moving sprites, and adding them to a game scene. You will also discover how to apply advanced techniques such as collision detection, action execution, playing music, or running animations to give a more professional aspect to the game. You will finish your first game by learning how to add a main menu and a tutorial, as well as saving and loading data from and to the player's device. Finally, you will find out how to apply so...
Video games --- Computer graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Design. --- Digital techniques --- Computer games --- Design
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Computer graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Digital techniques --- LabVIEW. --- Lab VIEW
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Computer graphics --- User interfaces (Computer systems) --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Technological innovations --- Digital techniques
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Master the art of Shader programming to bring life to your Unity projectsKey Features[*]This book will help you master the technique of physically based shading in Unity 5 to add realism to your game quickly through precise recipes[*]From an eminent author, this book offers you the fine technicalities of professional post-processing effects for stunning results[*] This book will help you master Shader programming through easy-to-follow examples to create stunning visual effects that can be used in 3D games and high quality graphics.Book DescriptionSince their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. With Shaders, you can transform your game into a highly polished, refined product with Unity’s post-processing effects. Unity Shaders and Effects Cookbook is the first of its kind to bring you the secrets of creating Shaders for Unity3D—guiding you through the process of understanding vectors, how lighting is constructed with them, and also how textures are used to create complex effects without the heavy math. We’ll start with essential lighting and finishing up by creating stunning screen Effects just like those in high quality 3D and mobile games. You’ll discover techniques including normal mapping, image-based lighting, and how to animate your models inside a Shader. We’ll explore the secrets behind some of the most powerful techniques, such as physically based rendering! With Unity Shaders and Effects Cookbook, what seems like a dark art today will be second nature by tomorrow. What you will learn[*] Understand physically based rendering to fit the aesthetic of your game[*] Enter the world of post-processing effects to make your game look visually stunning[*] Add life to your materials, complementing Shader programming with interactive scripts[*] Design efficient Shaders for mobile platforms without sacrificing their realism[*] Use state-of-the-art techniques such as volumetric explosions and fur shading[*] Build your knowledge by understanding how Shader models have evolved and how you can create your own[*] Discover what goes into the structure of Shaders and why lighting works the way it does[*] Master the math and algorithms behind the most used lighting modelsWho this book is forUnity Effects and Shader Cookbook is written for developers who want to create their first Shaders in Unity 5 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required.
User interfaces (Computer systems) --- Computer graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Digital techniques --- Unity (Electronic resource)
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This book presents a new procedural modelling methodology capable of producing traversable buildings constrained by arbitrary convex shapes, based on a pure treemap approach. The authors establish a process to change the format of interior rooms, through wall number modification and offer an adaptation of a “fake-concave” technique to support non-convex building layouts. It will also include: • A proposal for an extensible building ontology to guide the methodology process and support the generation of other architectural style buildings (e.g. roman houses); • A presentation of an ontology-based grammar to provide the procedural modelling methodology with production rules; • Experimental computer managed processes for the stochastic generation of buildings. Most of the existing solutions regarding building interiors only focus on the generation of floor plans mainly composed of rectangular shapes. Yet there are a wide variety of ancient and contemporary buildings that are composed of shapes other than rectangles, both internally and externally. Ontology-based Procedural Modelling of Traversable Buildings Composed by Arbitrary Shapes will address this by providing the Procedural Modelling field with processes and techniques capable of properly supporting for example, digital preservation of cultural heritage or extensive virtual urban environment productions, specifically ones involving the generation/reconstruction of virtual buildings with such geometric requirements. .
Computer science. --- Software engineering. --- Computer graphics. --- Computer Science. --- Computer Graphics. --- Software Engineering. --- Virtual reality. --- Ontologies (Information retrieval) --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Data structures (Computer science) --- Computer simulation --- Reality --- Computer software engineering --- Engineering --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Digital techniques
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This four-volume set (CCIS 643, 644, 645, 646) constitutes the refereed proceedings of the 16th Asia Simulation Conference and the First Autumn Simulation Multi-Conference, AsiaSim / SCS AutumnSim 2016, held in Beijing, China, in October 2016. The 265 revised full papers presented were carefully reviewed and selected from 651 submissions. The papers in this second volume of the set are organized in topical sections on HMI and robot simulations; modeling and simulation for intelligent manufacturing; military simulation; visualization and virtual reality.
Computer science. --- Computer simulation. --- Computer graphics. --- Computer Science. --- Simulation and Modeling. --- Computer Graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Informatics --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing --- Digital techniques --- Cloud computing --- Computer simulation --- Computational intelligence --- Science --- Web services --- Distributed processing
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This four-volume set (CCIS 643, 644, 645, 646) constitutes the refereed proceedings of the 16th Asia Simulation Conference and the First Autumn Simulation Multi-Conference, AsiaSim / SCS AutumnSim 2016, held in Beijing, China, in October 2016. The 265 revised full papers presented were carefully reviewed and selected from 651 submissions. The papers in this first volume of the set are organized in topical sections on modeling and simulation theory and methodology; model engineering for system of systems; high performance computing and simulation; modeling and simulation for smart city. .
Computer science. --- Computer simulation. --- Computer graphics. --- Computer Science. --- Simulation and Modeling. --- Computer Graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Informatics --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing --- Digital techniques --- Cloud computing. --- Web services --- Distributed processing
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This four-volume set (CCIS 643, 644, 645, 646) constitutes the refereed proceedings of the 16th Asia Simulation Conference and the First Autumn Simulation Multi-Conference, AsiaSim / SCS AutumnSim 2016, held in Beijing, China, in October 2016. The 265 revised full papers presented were carefully reviewed and selected from 651 submissions. The papers in this fourth volume of the set are organized in topical sections on Modeling and Simulation Applications; Simulation Software; Social Simulations; Verification, Validation and Accreditation. .
Computer science. --- Computer simulation. --- Computer graphics. --- Computer Science. --- Simulation and Modeling. --- Computer Graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Informatics --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing --- Digital techniques --- Cloud computing --- Web services --- Distributed processing
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This book is intended for medical students unfamiliar with electrocardiograms (ECG); anyone just getting started with ECG can use this book to start from scratch. After familiarizing themselves with this simple and practical method for interpreting ECG, readers will discover how to quickly and easily read ECG strips without overlooking potentially abnormal conditions. Based on the authors’ substantial experience, which is compared with other ECG interpretation methods and combined with traditional guidelines, the book equips readers with the fundamental knowledge and skills needed to rapidly and accurately read and interpret ECG. M.D. Rui Zeng is an Associate Professor at the Department of Cardiology, West China Hospital, Sichuan University, China.
Cardiovascular Diseases --- Medicine --- Health & Biological Sciences --- Cardiology. --- Heart --- Internal medicine --- Diseases --- Electrocardiography. --- Electrocardiography --- Computer graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- ECG --- EKG --- Electrocardiograms --- Electrodiagnosis --- Digital techniques --- Diagnosis --- Electric properties
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