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Blender studio projects [[electronic resource] ] : digital movie-making / / Tony Mullen, Claudio Andaur
Blender studio projects [[electronic resource] ] : digital movie-making / / Tony Mullen, Claudio Andaur
Autore Mullen Tony <1971->
Edizione [1st ed.]
Pubbl/distr/stampa Indianapolis, Ind., : Wiley Pub., c2010
Descrizione fisica 1 online resource (275 p.)
Disciplina 006.6/96
Altri autori (Persone) AndaurClaudio <1970->
Soggetto topico Computer animation
Motion pictures - Editing - Data processing
Three-dimensional display systems
ISBN 1-282-68311-X
9786612683114
0-470-87583-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Blender Studio Projects: Digital Movie-Making; About the Authors; Contents; Introduction; Who Should Buy This Book; Regarding Software Versions; How to Use This Book; What's Inside; What's on the DVD; Chapter 1: Blender in the Studio; The Professional Blender; Blender's Professional Beginnings; Welcome to Licuadora Studio; The Blender-Based Animation Studio; Chapter 2: Planning and Preproduction; Conceptualizing the Movie; Designing Characters; Storyboarding; Pacing the Story with a 2D Animatic; Chapter 3: Creating a 3D Animatic; Working with an Asset Library; Organizing Sequences and Shots
Animating and Rendering the AnimaticChapter 4: Modeling; Organic Modeling Techniques; Cloth and Clothing; Inorganic Modeling; Chapter 5: Rigging Characters; Using Armatures, Modifiers, and Deformation; Mastering Complex PyDrivers; Controlling Textures with PyDrivers; Chapter 6: Animating a Character Scene; Preparing to Animate; Implementing the Stages of Character Animation; Creating Facial Animation; Adding Cloth and Hair; Chapter 7: Descent into the Maelstrom; Setting the Scene; Using Textures, Modifiers, and Simulation; Touching Up the Shot with Node-Based Compositing
Appendix: About the Companion DVDWhat You'll Find on the DVD; System Requirements; Using the DVD; Troubleshooting; Index
Record Nr. UNINA-9910808912503321
Mullen Tony <1971->  
Indianapolis, Ind., : Wiley Pub., c2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Bounce, tumble, and splash! [[electronic resource] ] : simulating the physical world with Blender 3D / / Tony Mullen
Bounce, tumble, and splash! [[electronic resource] ] : simulating the physical world with Blender 3D / / Tony Mullen
Autore Mullen Tony <1971->
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley Pub., c2008
Descrizione fisica 1 online resource (402 p.)
Disciplina 006.6/96
006.693
006.696
Collana Sybex serious skills
Soggetto topico Computer graphics
Computer simulation
Computer animation
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-281-75230-4
9786611752309
0-470-39272-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Bounce Tumble, and Splash! Simulating the Physical World with Blender 3D; Acknowledgments; About the Author; Contents; Foreword; Introduction; Who Should Read This Book; How This Book Is Organized; What's on the CD; How to Contact the Author; Chapter 1: Re-creating the World: An Overview; Re-creating the Physical World with Blender; Using Materials and Textures; Faking Physics with General Tools; Chapter 2: The Nitty-Gritty on Particles; Introducing Particles; Working with Dynamic Particles; Boids!; Chapter 3: Getting Flexible with Soft Bodies and Cloth; Getting the Hard Facts on Soft Bodies
Getting Jiggly with Lattices Simulating Cloth and Clothing; Demolition!; Chapter 4: Hair Essentials: The Long and Short of Strand Particles; Introducing Blender Hair; A Trip to the Beauty Salon; Other Uses for "Hair" Particles; Chapter 5: Making a Splash with Fluids; Using the Blender Fluid Simulator; Getting the Shot; Delving Further into Fluids; Exploring Further Resources; Chapter 6: Bullet Physics and the Blender Game Engine; The Blender Game Engine; Rigid Body Simulation and Ipos; Joints, Ragdolls, and Robots; Further Resources; Chapter 7: Imitation of Life: Simulating Trees and Plants
The Blender Greenhouse: Creating Foliage with L-Systems and ngPlantAn Open Source Ivy Generator; A Few More Points to Mention; Appendix A: About the Companion CD; What You'll Find on the CD; System Requirements; Using the CD; Troubleshooting; Index
Record Nr. UNINA-9910454095203321
Mullen Tony <1971->  
Indianapolis, IN, : Wiley Pub., c2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Bounce, tumble, and splash! [[electronic resource] ] : simulating the physical world with Blender 3D / / Tony Mullen
Bounce, tumble, and splash! [[electronic resource] ] : simulating the physical world with Blender 3D / / Tony Mullen
Autore Mullen Tony <1971->
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley Pub., c2008
Descrizione fisica 1 online resource (402 p.)
Disciplina 006.6/96
006.693
006.696
Collana Sybex serious skills
Soggetto topico Computer graphics
Computer simulation
Computer animation
Three-dimensional display systems
ISBN 0-470-41952-0
1-281-75230-4
9786611752309
0-470-39272-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Bounce Tumble, and Splash! Simulating the Physical World with Blender 3D; Acknowledgments; About the Author; Contents; Foreword; Introduction; Who Should Read This Book; How This Book Is Organized; What's on the CD; How to Contact the Author; Chapter 1: Re-creating the World: An Overview; Re-creating the Physical World with Blender; Using Materials and Textures; Faking Physics with General Tools; Chapter 2: The Nitty-Gritty on Particles; Introducing Particles; Working with Dynamic Particles; Boids!; Chapter 3: Getting Flexible with Soft Bodies and Cloth; Getting the Hard Facts on Soft Bodies
Getting Jiggly with Lattices Simulating Cloth and Clothing; Demolition!; Chapter 4: Hair Essentials: The Long and Short of Strand Particles; Introducing Blender Hair; A Trip to the Beauty Salon; Other Uses for "Hair" Particles; Chapter 5: Making a Splash with Fluids; Using the Blender Fluid Simulator; Getting the Shot; Delving Further into Fluids; Exploring Further Resources; Chapter 6: Bullet Physics and the Blender Game Engine; The Blender Game Engine; Rigid Body Simulation and Ipos; Joints, Ragdolls, and Robots; Further Resources; Chapter 7: Imitation of Life: Simulating Trees and Plants
The Blender Greenhouse: Creating Foliage with L-Systems and ngPlantAn Open Source Ivy Generator; A Few More Points to Mention; Appendix A: About the Companion CD; What You'll Find on the CD; System Requirements; Using the CD; Troubleshooting; Index
Record Nr. UNINA-9910782132503321
Mullen Tony <1971->  
Indianapolis, IN, : Wiley Pub., c2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Bounce, tumble, and splash! [[electronic resource] ] : simulating the physical world with Blender 3D / / Tony Mullen
Bounce, tumble, and splash! [[electronic resource] ] : simulating the physical world with Blender 3D / / Tony Mullen
Autore Mullen Tony <1971->
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley Pub., c2008
Descrizione fisica 1 online resource (402 p.)
Disciplina 006.6/96
006.693
006.696
Collana Sybex serious skills
Soggetto topico Computer graphics
Computer simulation
Computer animation
Three-dimensional display systems
ISBN 0-470-41952-0
1-281-75230-4
9786611752309
0-470-39272-X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Bounce Tumble, and Splash! Simulating the Physical World with Blender 3D; Acknowledgments; About the Author; Contents; Foreword; Introduction; Who Should Read This Book; How This Book Is Organized; What's on the CD; How to Contact the Author; Chapter 1: Re-creating the World: An Overview; Re-creating the Physical World with Blender; Using Materials and Textures; Faking Physics with General Tools; Chapter 2: The Nitty-Gritty on Particles; Introducing Particles; Working with Dynamic Particles; Boids!; Chapter 3: Getting Flexible with Soft Bodies and Cloth; Getting the Hard Facts on Soft Bodies
Getting Jiggly with Lattices Simulating Cloth and Clothing; Demolition!; Chapter 4: Hair Essentials: The Long and Short of Strand Particles; Introducing Blender Hair; A Trip to the Beauty Salon; Other Uses for "Hair" Particles; Chapter 5: Making a Splash with Fluids; Using the Blender Fluid Simulator; Getting the Shot; Delving Further into Fluids; Exploring Further Resources; Chapter 6: Bullet Physics and the Blender Game Engine; The Blender Game Engine; Rigid Body Simulation and Ipos; Joints, Ragdolls, and Robots; Further Resources; Chapter 7: Imitation of Life: Simulating Trees and Plants
The Blender Greenhouse: Creating Foliage with L-Systems and ngPlantAn Open Source Ivy Generator; A Few More Points to Mention; Appendix A: About the Companion CD; What You'll Find on the CD; System Requirements; Using the CD; Troubleshooting; Index
Record Nr. UNINA-9910806228503321
Mullen Tony <1971->  
Indianapolis, IN, : Wiley Pub., c2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Building quality shaders for Unity® : using shader graphs and HLSL shaders / / Daniel Ilett
Building quality shaders for Unity® : using shader graphs and HLSL shaders / / Daniel Ilett
Autore Ilett Daniel
Pubbl/distr/stampa Berkeley, California : , : Apress L. P., , [2022]
Descrizione fisica 1 online resource (745 pages)
Disciplina 929.605
Soggetto topico Computer graphics
Computer games - Programming
Three-dimensional display systems
ISBN 1-4842-8652-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro -- Table of Contents -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Chapter 1: Introduction to Shaders in Unity -- Rendering -- Game Data -- The Vertex Shader -- The Fragment Shader -- Unity's Render Pipelines -- Shader Graph -- Summary -- Chapter 2: Math for Shader Development -- Vectors -- Position and Direction Vectors -- Vector Addition and Subtraction -- Scalar Multiplication -- Vector Magnitude -- Vector Normalization -- Basis Vectors and Linear Combinations -- Dot Product -- Cross Product -- Matrices -- Matrix Addition and Subtraction -- Scalar Multiplication -- Square, Diagonal, and Identity Matrices -- Matrix Transpose -- Matrix Determinant -- Matrix Multiplication -- Matrix Inverse -- Matrix Transformations -- Scaling Matrices -- Rotation Matrices -- Translation Matrices -- Homogeneous Coordinates -- Space Transformations -- Object-to-World Space Transformation -- World-to-View Space Transformation -- View-to-Clip Space Transformation -- Perspective Divide -- Summary -- Chapter 3: Your Very First Shader -- Project Setup -- Creating a Project -- Setting Up the Scene -- Writing a Shader in Unity -- Writing ShaderLab Code -- Adding a SubShader -- SubShader Tags -- Adding a Pass -- Pragma Directives and Includes -- Controlling Data Flow with Structs -- The appdata Struct -- The v2f Struct -- Variables in HLSL -- The Vertex Shader -- The Fragment Shader -- The SRP Batcher and Constant Buffers -- Common Shader Syntax -- Scalar Types -- Vector Types -- Matrix Types -- Included Variables -- Transformation Matrices -- Time-Based Variables -- Summary -- Chapter 4: Shader Graph -- Shader Graph Overview -- Creating a Basic Shader in Shader Graph -- Scene Setup -- The Shader Graph Interface -- The Toolbar -- Togglable Windows -- The Graph Environment -- Adding Properties -- Property Naming.
Common Property Options -- Color Property Options -- Building the Graph -- Shader Graph Features -- Adding Blocks to the Master Stack -- Redirect Node -- Preview Node -- Color Mode -- Shader Path -- Node Groups -- Sticky Notes -- Node Snapping -- Sub Graphs -- Color Invert Sub Graph -- Custom Function Node -- Color Invert Custom Function -- Custom Function String Mode -- Custom Function File Mode -- Summary -- Chapter 5: Textures and UV Coordinates -- Basic Texturing -- Texture Support in HLSL -- Adding Texture Properties -- Texture Coordinates -- Texture Sampling -- Texture Support in Shader Graph -- Applying Tiling and Offset Vectors -- Sampling Textures -- Mipmaps and Level of Detail -- Level of Detail -- Texture LOD in HLSL -- Texture LOD in Shader Graph -- Sampling Options -- Wrap Mode -- Filter Mode -- Sampler States -- Sampler States in HLSL -- Sampler States in Shader Graph -- Summary -- Chapter 6: Advanced Texturing -- Base Shader in HLSL -- Modifying Texture Coordinates -- UV Rotation -- UV Rotation in HLSL -- UV Rotation in Shader Graph -- Flipbook Mapping -- Flipbooks in HLSL -- Flipbooks in Shader Graph -- Polar Coordinate Mapping -- Polar Coordinates in HLSL -- Polar Coordinates in Shader Graph -- Triplanar Mapping -- Triplanar Mapping in HLSL -- Triplanar Node in Shader Graph -- UV Shear -- Shear in HLSL -- Shear in Shader Graph -- Texture3D -- Importing 3D Textures from 2D Textures -- Blended Particles Using Texture3D -- Blended Particles in HLSL -- Blended Particles in Shader Graph -- Cubemaps -- Importing Cubemaps from 2D Textures -- Using Cubemaps in HLSL -- Sampling a Cubemap in HLSL -- Sampling a Reflected Cubemap in HLSL -- Using Cubemaps in Shader Graph -- Sampling a Cubemap in Shader Graph -- Sampling a Reflected Cubemap in Shader Graph -- Summary -- Chapter 7: The Depth Buffer -- How Rendering Opaque Objects Works.
How the Depth Buffer Works -- Render Queues -- Depth Testing and Writing -- The ZTest Keyword -- The ZWrite Keyword -- Depth Settings with Shader Graph -- Early Depth Testing -- Z-Fighting -- Shader Effects Using Depth -- Silhouette -- Silhouette Effect in HLSL -- Preparing the Depth Texture -- Camera Depth Texture -- Reading Depth Values -- Converting Depth Values -- Silhouette Effect in Shader Graph -- Writing to the Depth Texture Using a Depth-Only Pass -- Depth-Only Pass in the Built-In Pipeline -- Depth-Only Pass in URP -- Scene Intersections -- Scene Intersections in HLSL -- Scene Intersections in Shader Graph -- The Stencil Buffer -- Stencil Testing in HLSL -- Stencil Mask Shader -- Reading the Stencil Buffer -- URP Renderer Features -- Render Objects -- X-Ray Effect Using Depth -- X-Ray Effect with HLSL -- X-Ray Effect with HLSL in the Built-in Pipeline -- Textured Pass -- X-Ray Pass -- X-Ray Effect with HLSL in URP -- X-Ray Effect with URP Render Objects (No Code) -- Rendering Objects Behind Walls -- Rendering Unobstructed Objects -- Impossible Room Effect Using Stencils -- Impossible Room Effect with HLSL -- Impossible Room Effect with Render Objects -- Summary -- Chapter 8: Transparency and Alpha -- How Rendering Transparent Objects Works -- How Alpha Blending Works -- Alpha Blending in HLSL -- Premultiplied Blending -- Additive Blending -- Multiplicative Blending -- Blend Mode Properties -- Alpha Blending in Shader Graph -- Other Blend Modes -- Alpha Clipping -- Alpha Cutout in HLSL -- Alpha Cutout in Shader Graph -- Dithered Transparency with Alpha Clip -- Dithered Transparency in HLSL -- Dithered Transparency in Shader Graph -- Dissolve Effect with Alpha Clip -- Dissolve Effect in HLSL -- Dissolve Effect in Shader Graph -- Summary -- Chapter 9: More Shader Fundamentals -- Interacting with C# Code.
Cycling Colors with the HelloWorld Shader -- World-Space Dissolve -- World-Space Dissolve in HLSL -- World-Space Dissolve in Shader Graph -- World-Space Dissolve Scripting -- Controlling Shaders with Animations -- Shader Keywords -- Shader Keywords in HLSL -- Declaring Keyword Properties -- Using Keywords -- Shader Keywords in Shader Graph -- Modifying Keywords Using C# Scripting -- UsePass in ShaderLab -- GrabPass in ShaderLab -- Sepia Tone Effect Using GrabPass in the Built-in Pipeline -- Sepia Tone Effect Using Camera Opaque Texture in URP -- Sepia Tone Effect Using the Scene Color Node in Shader Graph -- Summary -- Chapter 10: Lighting and Shadows -- Lighting Models -- Ambient Light -- Diffuse Light -- Specular Light -- Fresnel Light -- Blinn-Phong Reflection Model -- Flat Shading -- Flat Shading in HLSL -- Accessing Lights in the Built-In Pipeline -- Accessing Lights in URP -- Flat Shading in Shader Graph -- Gouraud Shading -- Gouraud Shading in HLSL -- Gouraud Vertex Shader in the Built-In Pipeline -- Gouraud Vertex Shader in URP -- Gouraud Shading in Shader Graph -- GetMainLight Sub Graph -- GetAmbientLight Sub Graph -- Gouraud Shading with Custom Interpolators -- Phong Shading -- Phong Shading in HLSL -- Phong Shading in the Built-In Pipeline -- Phong Shading in URP -- Fresnel Light Modification -- Phong Shading in Shader Graph -- Physically Based Rendering -- Smoothness -- Metallic Mode -- Specular Mode -- Normal Mapping -- Ambient Occlusion -- Emission -- PBR in the Built-In Pipeline -- PBR in URP -- PBR in Shader Graph -- Shadow Casting -- Shadow Casting in the Built-In Pipeline -- Shadow Casting in URP -- Shadow Casting in Shader Graph -- Summary -- Chapter 11: Image Effects and Post-Processing -- Render Textures -- Post-Processing Effects -- Grayscale Image Effect -- Post-Processing in the Built-In Pipeline.
Grayscale C# Scripting in the Built-In Pipeline -- Grayscale Shader in the Built-In Pipeline -- Post-Processing in URP -- Grayscale C# Scripting in URP -- The GrayscaleSettings C# Script -- The GrayscaleRenderPass C# Script -- The GrayscaleFeature C# Script -- The Grayscale Shader -- Using Volumes with Grayscale in URP -- Post-Processing in HDRP -- Grayscale C# Scripting in HDRP -- Grayscale Shader in HDRP -- Using Volumes with Grayscale in HDRP -- Gaussian Blur Image Effect -- Gaussian Blur in the Built-In Pipeline -- Gaussian Blur C# Scripting in the Built-In Pipeline -- Gaussian Blur Shader in the Built-In Pipeline -- Gaussian Blur in URP -- Gaussian Blur C# Scripting in URP -- The GaussianBlurSettings C# Script -- The GaussianBlurRenderPass C# Script -- The GaussianBlurFeature C# Script -- Gaussian Blur Shader in URP -- Gaussian Blur in HDRP -- Gaussian Blur C# Scripting in HDRP -- Gaussian Blur Shader in HDRP -- Summary -- Chapter 12: Advanced Shaders -- Tessellation Shaders -- Water Wave Effect with Tessellation -- Wave Tessellation in Shader Code -- Wave Vertex Shader -- Wave Tessellation Control (Hull) Shader -- Wave Tessellation Evaluation (Domain) Shader -- Wave Tessellation tessVert Function and Fragment Shader -- Wave Tessellation in Shader Graph -- Level of Detail Using Tessellation -- Level of Detail Tessellation in Shader Code -- Level of Detail Tessellation in Shader Graph -- Geometry Shaders -- Visualizing Normals with Geometry Shaders -- Compute Shaders -- Grass Mesh Instancing -- The ProceduralGrass C# Script -- ProceduralGrass Properties -- ProceduralGrass Start Method -- ProceduralGrass RunComputeShader Method -- ProceduralGrass Script Update Method -- ProceduralGrass Script OnDestroy Method -- The ProceduralGrass Compute Shader -- The Grass Blade Shader -- Summary -- Chapter 13: Profiling and Optimization -- Profiling Shaders.
FPS or Milliseconds?.
Record Nr. UNINA-9910617306603321
Ilett Daniel  
Berkeley, California : , : Apress L. P., , [2022]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Collision detection in interactive 3D environments / Gino van den Bergen
Collision detection in interactive 3D environments / Gino van den Bergen
Autore Bergen, Gino Johannes Apolonia van den, 1969-
Pubbl/distr/stampa Amsterdam [etc] : Elsevier/Morgan Kaufman, c2004
Descrizione fisica xx, 278 p. : ill. ; 24 cm. + 1 CD-ROM
Disciplina 006.6
Collana The Morgan Kaufmann series in interactive 3D technology
Soggetto topico Computer animation
Three-dimensional display systems
ISBN 155860801X
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISALENTO-991001011029707536
Bergen, Gino Johannes Apolonia van den, 1969-  
Amsterdam [etc] : Elsevier/Morgan Kaufman, c2004
Materiale a stampa
Lo trovi qui: Univ. del Salento
Opac: Controlla la disponibilità qui
Eyestrain reduction in stereoscopy / / Laure Leroy
Eyestrain reduction in stereoscopy / / Laure Leroy
Autore Leroy Laure
Pubbl/distr/stampa London, [England] ; ; Hoboken, New Jersey : , : ISTE : , : Wiley, , 2016
Descrizione fisica 1 online resource (165 p.)
Disciplina 617.7
Collana Focus Series
Soggetto topico Eyestrain
Eyestrain - Prevention
Three-dimensional display systems
Soggetto genere / forma Electronic books.
ISBN 1-119-31855-6
1-119-31854-8
1-119-31833-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro; Table of Contents; Title; Copyright; Acknowledgments; Introduction; 1 Principles of Depth and Shape Perception; 2 Technological Elements; 3 Causes of Visual Fatigue in Stereoscopic Vision; 4 Short- and Long-term Consequences; 5 Measuring Visual Fatigue; 6 Reducing Spatial Frequencies; 7 Reducing the Distance Between the Virtual Cameras; Conclusion; Bibliography; Index; End User License Agreement; 1.1. Function of the eye; 1.2. Depth perception without stereoscopy; 1.3. Depth perception through stereoscopic vision; 1.4. Perception of inclinations and curves
1.5. Artificial stereoscopic vision2.1. Taking a picture; 2.2. Reproduction; 2.3. Motion parallax restitution; 3.1. Conflict between accommodation and convergence; 3.2. Too much depth; 3.3. High spatial frequencies; 3.4. High temporal frequency; 3.5. Conflicts with monoscopic cues; 3.6. Vertical disparities; 3.7. Improper device settings; 4.1. Short-term effects; 4.2. Long-term consequences; 5.1. Visual acuity; 5.2. Proximum accommodation function; 5.3. Ease of accommodation; 5.4. Stereoscopic acuity; 5.5. Disassociated heterophorias; 5.6. Fusional reserves; 5.7. Subjective tests
6.1. Principle6.2. Technical solution; 6.3. Experiment; 6.4. Measurements of fatigue taken; 6.5. Result; 7.1. Principle; 7.2. Experiment; 7.3. Results; 7.4. Discussion
Record Nr. UNINA-9910134864003321
Leroy Laure  
London, [England] ; ; Hoboken, New Jersey : , : ISTE : , : Wiley, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Eyestrain reduction in stereoscopy / / Laure Leroy
Eyestrain reduction in stereoscopy / / Laure Leroy
Autore Leroy Laure
Pubbl/distr/stampa London, [England] ; ; Hoboken, New Jersey : , : ISTE : , : Wiley, , 2016
Descrizione fisica 1 online resource (165 p.)
Disciplina 617.7
Collana Focus Series
Soggetto topico Eyestrain
Eyestrain - Prevention
Three-dimensional display systems
ISBN 1-119-31855-6
1-119-31854-8
1-119-31833-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Intro; Table of Contents; Title; Copyright; Acknowledgments; Introduction; 1 Principles of Depth and Shape Perception; 2 Technological Elements; 3 Causes of Visual Fatigue in Stereoscopic Vision; 4 Short- and Long-term Consequences; 5 Measuring Visual Fatigue; 6 Reducing Spatial Frequencies; 7 Reducing the Distance Between the Virtual Cameras; Conclusion; Bibliography; Index; End User License Agreement; 1.1. Function of the eye; 1.2. Depth perception without stereoscopy; 1.3. Depth perception through stereoscopic vision; 1.4. Perception of inclinations and curves
1.5. Artificial stereoscopic vision2.1. Taking a picture; 2.2. Reproduction; 2.3. Motion parallax restitution; 3.1. Conflict between accommodation and convergence; 3.2. Too much depth; 3.3. High spatial frequencies; 3.4. High temporal frequency; 3.5. Conflicts with monoscopic cues; 3.6. Vertical disparities; 3.7. Improper device settings; 4.1. Short-term effects; 4.2. Long-term consequences; 5.1. Visual acuity; 5.2. Proximum accommodation function; 5.3. Ease of accommodation; 5.4. Stereoscopic acuity; 5.5. Disassociated heterophorias; 5.6. Fusional reserves; 5.7. Subjective tests
6.1. Principle6.2. Technical solution; 6.3. Experiment; 6.4. Measurements of fatigue taken; 6.5. Result; 7.1. Principle; 7.2. Experiment; 7.3. Results; 7.4. Discussion
Record Nr. UNINA-9910830576003321
Leroy Laure  
London, [England] ; ; Hoboken, New Jersey : , : ISTE : , : Wiley, , 2016
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Fifth International Conference on 3-D Digital Imaging and Modeling : proceedings : 3DIM 2005 : 13-16 June 2005, Ottawa, Ontario, Canada
Fifth International Conference on 3-D Digital Imaging and Modeling : proceedings : 3DIM 2005 : 13-16 June 2005, Ottawa, Ontario, Canada
Pubbl/distr/stampa [Place of publication not identified], : IEEE Computer Society, 2005
Disciplina 621.36/7
Soggetto topico Image processing - Digital techniques
Three-dimensional display systems
Applied Physics
Engineering & Applied Sciences
ISBN 1-5386-0083-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNISA-996202417603316
[Place of publication not identified], : IEEE Computer Society, 2005
Materiale a stampa
Lo trovi qui: Univ. di Salerno
Opac: Controlla la disponibilità qui
Fifth International Conference on 3-D Digital Imaging and Modeling : proceedings : 3DIM 2005 : 13-16 June 2005, Ottawa, Ontario, Canada
Fifth International Conference on 3-D Digital Imaging and Modeling : proceedings : 3DIM 2005 : 13-16 June 2005, Ottawa, Ontario, Canada
Pubbl/distr/stampa [Place of publication not identified], : IEEE Computer Society, 2005
Disciplina 621.36/7
Soggetto topico Image processing - Digital techniques
Three-dimensional display systems
Applied Physics
Engineering & Applied Sciences
ISBN 1-5386-0083-8
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910146541603321
[Place of publication not identified], : IEEE Computer Society, 2005
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui