Canadiana


Book Description




Computer Animation


Book Description

Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing. - New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more! - Companion site with animation clips drawn from research & entertainment and code samples - Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique




Literature 1981, Part 2


Book Description




Fundamental Algorithms for Computer Graphics


Book Description

Algorithms provide the basic foundation for all computational processes. This volume presents algorithms at the foundational level and also at the various levels between this level and the user application. Some of these algorithms are classical and have become well established in the field. This material is therefore a rich source of information and is still relevant and up to date. The basic primitives of computer graphics have remained unchanged: lines, circles, conics, curves and characters. This volume contains reference material in all these areas. The higher levelsof contouring and surface drawing are also well covered. Developments in hardware architectures have continued since the first printing, but the basic principles of hardware/software trade-offs remain valid. This reprint is being published as a Study Edition to make the material more accessible to students and researchers in the field of computer graphics andits applications. The continuing popularity of the original book demonstrates the value and timeliness of its contents.










The History of the GPU - Steps to Invention


Book Description

This is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of the atmosphere. A GPU has an integrated transform and lighting engine, but these were not available until the end of the 1990s. Heroic and historic companies expanded the development and capabilities of the graphics controller in pursuit of the ultimate device, a fully integrated self-contained GPU. Fifteen companies worked on building the first fully integrated GPU, some succeeded in the console, and Northbridge segments, and Nvidia was the first to offer a fully integrated GPU for the PC. Today the GPU can be found in every platform that involves a computer and a user interface.




Office Automation


Book Description

The term "Office Automation" implies much and means little. The word "Office" is usually reserved for units in an organization that have a rather general function. They are supposed to support different activities, but it is notoriously difficult to determine what an office is supposed to do. Automation in this loose context may mean many different things. At one extreme, it is nothing more than giving people better tools than typewriters and telephones with which to do their work more efficiently and effectively. At the opposite extreme, it implies the replacement of people by machines which perform office procedures automatically. In this book we will take the approach that "Office Automation" is much more than just better tools, but falls significantly short of replacing every person in an office. It may reduce the need for clerks, it may take over some secretarial functions, and it may lessen the dependence of principals on support personnel. Office Automation will change the office environment. It will eliminate the more mundane and well understood functions and will highlight the decision-oriented activities in an office. The goal of this book is to provide some understanding of office . activities and to evaluate the potential of Office Information Systems for office procedure automation. To achieve this goal, we need to explore concepts, elaborate on techniques, and outline tools.