Practical Real-Time Texturing
Productivity Press (Verlag)
978-1-4987-4204-7 (ISBN)
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Key Features
Provides an overview of recent techniques and shows how they fit (or not) real-time texturing constraints.
Distinguishes two main types of 3D textures: solid texture (surface independent) and shell textures (thick layer over surfaces)
Presents more advanced texturing techniques using multiple images as input
Jean-Michel Dischler is senior research member of the laboratory ICUBE, and Professor at the Department of Computer Science of the University of Strasbourg. He served as vice-director of the LSIIT Lab (from 2005 to 2008), managed the master degree in Image and Computing (IICI) from 2005 to 2009. Bruno Levy is a Senior Researcher with Inria-Nancy Grand-Est, and a member of the LORIA lab. His main area of interest is in creating new algorithms for acquiring, transforming and optimizing the representation of 3D shapes. He is especially interested in applications that concern numerical simulation and real-time rendering. Sylvain LeFebvre became an INRIA researcher in September 2006, joining the REVES team in INRIA Sophia Antipolis. In late 2009 he joined the ALICE team at INRIA Nancy. In 2010, he received the EUROGRAPHICS Young Researcher Award. In 2012, he received an ERC strating grant for his project ShapeForge.
Ch 1 Introduction. Ch 2 Textures in the 2D plane. Ch 3 Surface textures. Ch 4 3D textures. Ch 5 Conclusions
Erscheinungsdatum | 28.11.2016 |
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Verlagsort | Portland |
Sprache | englisch |
Maße | 156 x 234 mm |
Themenwelt | Informatik ► Grafik / Design ► Film- / Video-Bearbeitung |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
ISBN-10 | 1-4987-4204-1 / 1498742041 |
ISBN-13 | 978-1-4987-4204-7 / 9781498742047 |
Zustand | Neuware |
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