Principles of Digital Image Synthesis - Andrew S. Glassner

Principles of Digital Image Synthesis

Buch | Hardcover
1600 Seiten
1995
Morgan Kaufmann Publishers In (Verlag)
978-1-55860-276-2 (ISBN)
124,70 inkl. MwSt
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Focusing on theory, Andrew Glassner provides an explanation of the three core fields of study that come together to form digital image synthesis: the human visual system, digital signal processing, and the interaction of matter and light.
Image synthesis, or rendering, is a field of transformation: it changes geometry and physics into meaningful images. Because the most popular algorithms frequently change, it is increasingly important for researchers and implementors to have a basic understanding of the principles of image synthesis. Focusing on theory, Andrew Glassner provides a comprehensive explanation of the three core fields of study that come together to form digital image synthesis: the human visual system, digital signal processing, and the interaction of matter and light. Assuming no more than a basic background in calculus, Glassner transforms his passion and expertise into a thorough presentation of each of these disciplines, and their elegant orchestration into modern rendering techniques such as radiosity and ray tracing.

Andrew Glassner's contributions to computer graphics span 20 years. His work at Microsoft Research, Xerox PARC, the IBM Watson Research Labs, Bell Communications Research, and the Delft University of Technology has produced numerous technical articles on rendering theory and practice, animation, modeling, and new media. He currently creates new computer graphics tools at Microsoft Research. Among his recent work is Chicken Crossing, a 3D animated short film that has been shown internationally at film festivals and on television, and Dead Air, an interactive game for play over the Internet. Dr. Glassner is the author of the two volume bible, Principles of Digital Image Synthesis and 3D Computer Graphics: A Handbook for Artists and Designers. He has also edited An Introduction to Ray Tracing, and created the Graphics Gems series for programmers.

1 The Human Visual System 2 Color Spaces 3 Displays 4 Signals and Systems 5 Fourier Transforms 6 Wavelet Transforms 7 Monte Carlo Integration 8 Uniform Sampling and Reconstruction 9 Nonuniform Sampling and Reconstruction 10 Sampling and Reconstruction Techniques 11 Light 12 Energy Transport 13 Radiometry 14 Materials 15 Shading 16 Integral Equations 17 The Radiance Equation 18 Radiosity 19 Ray Tracing 20 Rendering and Images 21 The Future A Linear Algebra B Probability C Historical Notes D Analytic Form Factors E Constants and Units F Luminaire Standards G Reference Data

Erscheint lt. Verlag 22.3.1995
Reihe/Serie The Morgan Kaufmann Series in Computer Graphics
Zusatzinfo Illustrations (some col.)
Verlagsort San Francisco
Sprache englisch
Maße 195 x 242 mm
Gewicht 2831 g
Themenwelt Informatik Grafik / Design Digitale Bildverarbeitung
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
ISBN-10 1-55860-276-3 / 1558602763
ISBN-13 978-1-55860-276-2 / 9781558602762
Zustand Neuware
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