An Introduction to Ray Tracing


Book Description

The creation of ever more realistic 3-D images is central to the development of computer graphics. The ray tracing technique has become one of the most popular and powerful means by which photo-realistic images can now be created. The simplicity, elegance and ease of implementation makes ray tracing an essential part of understanding and exploiting state-of-the-art computer graphics.An Introduction to Ray Tracing develops from fundamental principles to advanced applications, providing "how-to" procedures as well as a detailed understanding of the scientific foundations of ray tracing. It is also richly illustrated with four-color and black-and-white plates. This is a book which will be welcomed by all concerned with modern computer graphics, image processing, and computer-aided design. - Provides practical "how-to" information - Contains high quality color plates of images created using ray tracing techniques - Progresses from a basic understanding to the advanced science and application of ray tracing




Digital Design


Book Description




Computers in Art, Design and Animation


Book Description

The collection of papers that makes up this book arises largely from the joint activities of two specialist groups of the British Computer Society, namely the Displays Group and the Computer Arts Society. Both these groups are now more than 20 years old and during the whole of this time have held regular, separate meetings. In recent years, however, the two groups have held a joint annual meeting at which presentations of mutual interest have been given and it is mainly from the last two of these that the present papers have been drawn. They fall naturally into four classes: visualisation, art, design and animation-although, as in all such cases, the boundaries between the classes are fuzzy and overlap inevitably occurs. Visualisation The graphic potential of computers has been recognised almost since computing was first used, but it is only comparatively recently that their possibilities as devices for the visualisation of complex. and largely ab stract phenomena has begun to be more fully appreciated. Some workers stress the need to be able to model photographic reality in order to assist in this task. They look to better algorithms and more resolution to achieve this end. Others-Alan Mackay for instance-suggest that it is "not just a matter of providing more and more pixels. It is a matter of providing congenial clues which employ to the greatest extent what we already know.




Dictionary of Acronyms and Technical Abbreviations


Book Description

This Dictionary covers information and communication technology (ICT), including hardware and software; information networks, including the Internet and the World Wide Web; automatic control; and ICT-related computer-aided fields. The Dictionary also lists abbreviated names of relevant organizations, conferences, symposia and workshops. This reference is important for all practitioners and users in the areas mentioned above, and those who consult or write technical material. This Second Edition contains 10,000 new entries, for a total of 33,000.




Statistical Methods for Quality Improvement


Book Description

This text is highly recommended for managers and serious students of quality. Major US companies issue this reference and training manual to all managers during their quality training. This volume is also very valuable as a stand-alone reference on using statistics with a business and quality perspective.




Don't Believe Everything You Think


Book Description

Do you believe that you can consistently beat the stock market if you put in the effort? —that some people have extrasensory perception? —that crime and drug abuse in America are on the rise? Many people hold one or more of these beliefs although research shows that they are not true. And it’s no wonder since advertising and some among the media promote these and many more questionable notions. Although our creative problem-solving capacity is what has made humans the successful species we are, our brains are prone to certain kinds of errors that only careful critical thinking can correct. This enlightening book discusses how to recognize faulty thinking and develop the necessary skills to become a more effective problem solver. Author Thomas Kida identifies “the six-pack of problems” that leads many of us unconsciously to accept false ideas: · We prefer stories to statistics. · We seek to confirm, not to question, our ideas. · We rarely appreciate the role of chance and coincidence in shaping events. · We sometimes misperceive the world around us. · We tend to oversimplify our thinking. · Our memories are often inaccurate. Kida vividly illustrates these tendencies with numerous examples that demonstrate how easily we can be fooled into believing something that isn’t true. In a complex society where success—in all facets of life—often requires the ability to evaluate the validity of many conflicting claims, the critical-thinking skills examined in this informative and engaging book will prove invaluable.




ICCCE 2020


Book Description

This book is a collection of research papers and articles presented at the 3rd International Conference on Communications and Cyber-Physical Engineering (ICCCE 2020), held on 1-2 February 2020 at CMR Engineering College, Hyderabad, Telangana, India. Discussing the latest developments in voice and data communication engineering, cyber-physical systems, network science, communication software, image and multimedia processing research and applications, as well as communication technologies and other related technologies, it includes contributions from both academia and industry. This book is a valuable resource for scientists, research scholars and PG students working to formulate their research ideas and find the future directions in these areas. Further, it may serve as a reference work to understand the latest engineering and technologies used by practicing engineers in the field of communication engineering.




The History of Visual Magic in Computers


Book Description

If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.




Real-Time Rendering


Book Description

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




Inside the IBM RISC System/6000


Book Description

Written for novice to experienced UNIX users, this book describes IBM's RS/6000 open system operation with balanced coverage of RISC technology, AIX compiler design, programming environment, Window user interfaces, system administration requirements, mass storage capabilities, networking structures, system security procedures, and more.