Mastering Mental ray [[electronic resource] ] : rendering techniques for 3D & CAD professionals / / Jennifer O'Connor |
Autore | O'Connor Jennifer <1962-> |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley, c2010 |
Descrizione fisica | 1 online resource (371 p.) |
Disciplina | 620/.00420285536 |
Collana | Sybex serious skills Mastering mental ray |
Soggetto topico |
Computer-aided design
Three-dimensional display systems |
ISBN |
0-470-64447-8
1-282-68760-3 9786612687600 0-470-64445-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Mastering mental ray®: Rendering Techniques for 3D & CAD Professionals; About the Author; Contents at a Glance; Contents; Introduction; Chapter 1: mental ray Essentials; Chapter 2: Materials and Maps; Chapter 3: Light, Shadow, and Exposure Control; Chapter 4: Rendering; Chapter 5: Indirect Illumination and Final Gather; Chapter 6: Global Illumination and Caustics; Chapter 7: Importons and Irradiance Particles; Chapter 8: Effects; Chapter 9: mental ray for Architecture; Chapter 10: mental ray for Design; Appendix A: The Bottom Line; Appendix B: About the Companion DVD; Index |
Record Nr. | UNINA-9910792587903321 |
O'Connor Jennifer <1962->
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Indianapolis, Ind., : Wiley, c2010 | ||
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Lo trovi qui: Univ. Federico II | ||
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Mastering Mental ray [[electronic resource] ] : rendering techniques for 3D & CAD professionals / / Jennifer O'Connor |
Autore | O'Connor Jennifer <1962-> |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley, c2010 |
Descrizione fisica | 1 online resource (371 p.) |
Disciplina | 620/.00420285536 |
Collana | Sybex serious skills Mastering mental ray |
Soggetto topico |
Computer-aided design
Three-dimensional display systems |
ISBN |
0-470-64447-8
1-282-68760-3 9786612687600 0-470-64445-1 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Mastering mental ray®: Rendering Techniques for 3D & CAD Professionals; About the Author; Contents at a Glance; Contents; Introduction; Chapter 1: mental ray Essentials; Chapter 2: Materials and Maps; Chapter 3: Light, Shadow, and Exposure Control; Chapter 4: Rendering; Chapter 5: Indirect Illumination and Final Gather; Chapter 6: Global Illumination and Caustics; Chapter 7: Importons and Irradiance Particles; Chapter 8: Effects; Chapter 9: mental ray for Architecture; Chapter 10: mental ray for Design; Appendix A: The Bottom Line; Appendix B: About the Companion DVD; Index |
Record Nr. | UNINA-9910824766203321 |
O'Connor Jennifer <1962->
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Indianapolis, Ind., : Wiley, c2010 | ||
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Lo trovi qui: Univ. Federico II | ||
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Maya visual effects [[electronic resource] ] : the innovator's guide / / Eric Keller with Max Dayan |
Autore | Keller Eric |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Hoboken, N.J., : Wiley, 2013 |
Descrizione fisica | 1 online resource (xvii, 382 pages) : illustrations |
Disciplina | 006.696 |
Altri autori (Persone) | DayanMax |
Soggetto topico |
Maya (Computer file)
Computer animation Computer graphics Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-299-47588-4
1-118-65455-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Maya Visual Effects: The Innovator's Guide; Contents; Introduction; Chapter 1: Texture Effects; Create Animated Effects with a Ramp Texture; Use Ambient Occlusion for Holographic Effects; Generate Creative Text Effects; Chapter 2: Particle Effects; Orchestrate a Flowering Tree with nParticles; Create a Beard of Bees Using a Force Field; Choreograph a School of Fish by Layering Particles; Chapter 3: Joint Rigging for Effects; Animate a Growing Bacterial Colony Using Joints; Use Joints to Jiggle Geometry; Animate a Magic Curling Brick Road Using Joints
Chapter 4: Creative Blend Shape TechniquesCreate an Interactive Blend Shape Rig; Combine Blend Shapes and Other Deformers to Create Swimming Plankton; Automate Blend Shape Sequences Using MEL; Chapter 5: Paint Effects; Create Bursts of Electric Energy; Animate a Blood Vessel Growing on an Eyeball; Use Paint Effects Modifiers to Deform Geometry; Chapter 6: nCloth Techniques; Use nCloth to Melt a Complex Gun Model; Trap 3D Text in a Spider Web with nConstraints; Use nCloth to Animate a Drop of Water; Chapter 7: Fluid Effects; Create Shockwaves for a Futuristic Spaceship Propel a Rocket Using FluidsUse a Fluid Mesh to Build a Head; Chapter 8: nHair and Fur Effects; Create an Animated Jellyfish with nHair; Create a Dynamic Rig for Medusa's Snakes; Animate Crop Circles Using Fur; Index |
Record Nr. | UNINA-9910452580603321 |
Keller Eric
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Hoboken, N.J., : Wiley, 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Maya visual effects [[electronic resource] ] : the innovator's guide / / Eric Keller with Max Dayan |
Autore | Keller Eric |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Hoboken, N.J., : Wiley, 2013 |
Descrizione fisica | 1 online resource (xvii, 382 pages) : illustrations |
Disciplina | 006.696 |
Altri autori (Persone) | DayanMax |
Soggetto topico |
Maya (Computer file)
Computer animation Computer graphics Three-dimensional display systems |
ISBN |
1-299-47588-4
1-118-65455-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Maya Visual Effects: The Innovator's Guide; Contents; Introduction; Chapter 1: Texture Effects; Create Animated Effects with a Ramp Texture; Use Ambient Occlusion for Holographic Effects; Generate Creative Text Effects; Chapter 2: Particle Effects; Orchestrate a Flowering Tree with nParticles; Create a Beard of Bees Using a Force Field; Choreograph a School of Fish by Layering Particles; Chapter 3: Joint Rigging for Effects; Animate a Growing Bacterial Colony Using Joints; Use Joints to Jiggle Geometry; Animate a Magic Curling Brick Road Using Joints
Chapter 4: Creative Blend Shape TechniquesCreate an Interactive Blend Shape Rig; Combine Blend Shapes and Other Deformers to Create Swimming Plankton; Automate Blend Shape Sequences Using MEL; Chapter 5: Paint Effects; Create Bursts of Electric Energy; Animate a Blood Vessel Growing on an Eyeball; Use Paint Effects Modifiers to Deform Geometry; Chapter 6: nCloth Techniques; Use nCloth to Melt a Complex Gun Model; Trap 3D Text in a Spider Web with nConstraints; Use nCloth to Animate a Drop of Water; Chapter 7: Fluid Effects; Create Shockwaves for a Futuristic Spaceship Propel a Rocket Using FluidsUse a Fluid Mesh to Build a Head; Chapter 8: nHair and Fur Effects; Create an Animated Jellyfish with nHair; Create a Dynamic Rig for Medusa's Snakes; Animate Crop Circles Using Fur; Index |
Record Nr. | UNINA-9910779685103321 |
Keller Eric
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Hoboken, N.J., : Wiley, 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Maya visual effects : the innovator's guide / / Eric Keller with Max Dayan |
Autore | Keller Eric |
Edizione | [2nd ed.] |
Pubbl/distr/stampa | Hoboken, N.J., : Wiley, 2013 |
Descrizione fisica | 1 online resource (xvii, 382 pages) : illustrations |
Disciplina | 006.696 |
Altri autori (Persone) | DayanMax |
Soggetto topico |
Maya (Computer file)
Computer animation Computer graphics Three-dimensional display systems |
ISBN |
1-299-47588-4
1-118-65455-2 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Maya Visual Effects: The Innovator's Guide; Contents; Introduction; Chapter 1: Texture Effects; Create Animated Effects with a Ramp Texture; Use Ambient Occlusion for Holographic Effects; Generate Creative Text Effects; Chapter 2: Particle Effects; Orchestrate a Flowering Tree with nParticles; Create a Beard of Bees Using a Force Field; Choreograph a School of Fish by Layering Particles; Chapter 3: Joint Rigging for Effects; Animate a Growing Bacterial Colony Using Joints; Use Joints to Jiggle Geometry; Animate a Magic Curling Brick Road Using Joints
Chapter 4: Creative Blend Shape TechniquesCreate an Interactive Blend Shape Rig; Combine Blend Shapes and Other Deformers to Create Swimming Plankton; Automate Blend Shape Sequences Using MEL; Chapter 5: Paint Effects; Create Bursts of Electric Energy; Animate a Blood Vessel Growing on an Eyeball; Use Paint Effects Modifiers to Deform Geometry; Chapter 6: nCloth Techniques; Use nCloth to Melt a Complex Gun Model; Trap 3D Text in a Spider Web with nConstraints; Use nCloth to Animate a Drop of Water; Chapter 7: Fluid Effects; Create Shockwaves for a Futuristic Spaceship Propel a Rocket Using FluidsUse a Fluid Mesh to Build a Head; Chapter 8: nHair and Fur Effects; Create an Animated Jellyfish with nHair; Create a Dynamic Rig for Medusa's Snakes; Animate Crop Circles Using Fur; Index |
Record Nr. | UNINA-9910816648703321 |
Keller Eric
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Hoboken, N.J., : Wiley, 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Mental ray for Maya, 3ds max, and XSI [[electronic resource] ] : a 3d artist's guide to rendering / / Boaz Livny |
Autore | Livny Boaz |
Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley, c2008 |
Descrizione fisica | 1 online resource (849 p.) |
Disciplina |
005.3
620/.00420285536 |
Soggetto topico |
Computer animation
Computer graphics Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-281-22233-X
9786611222338 0-470-26297-4 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
mental ray for Maya 3ds Max and XSI; Dedication; Acknowledgements; About the Author; Contents at a Glance; Contents; Introduction; Chapter 1: Introduction to mental ray; What Is mental ray?; Why Use mental ray?; The Structure of mental ray; mental ray Integration; Command-Line Rendering and the Stand-Alone Renderer; mental ray Shaders and Shader Libraries; Indirect Illumination; Chapter 2: Rendering Algorithms; Introduction to Synthetic Lighting; Rendering under the Hood; mental ray Rendering Algorithms; Scanline Rendering in Depth; Raytrace Rendering in Depth; Hardware Rendering
Chapter 3: mental ray Outputmental ray Data Types; The Frame Buffer; Frame Buffer Options; mental ray Cameras; Output Statements; Chapter 4: Camera Fundamentals; Camera Basics and Aspect Ratios; Camera Lenses; Host Application Settings; Chapter 5: Quality Control; Sampling and Filtering in Host Applications; Raytrace Acceleration; Diagnostic and BSP Fine-Tuning; Chapter 6: Lights and Soft Shadows; mental ray Lights; Area Lights; Host Application Settings; Light Profiles; Chapter 7: Shadow Algorithms; Shadow Algorithms; Raytrace Shadows; Depth-Based Shadows; Stand-Alone and Host Settings Chapter 8: Motion Blurmental ray Motion Blur; Motion-Blur Options; Motion-Blur Render Algorithms; Host Settings; Chapter 9: The Fundamentals of Light and Shading Models; The Fundamentals of Light; Light Transport and Shading Models; mental ray Shaders; Chapter 10: mental ray Shaders and Shader Trees; Installing Custom Shaders; DGS and Dielectric Shading Models; Glossy Reflection and Refraction Shaders; Brushed Metals with the Glossy and Anisotropic Shaders; The Architectural (mia) Material; Chapter 11: mental ray Textures and Projections; Texture Space and Projections; mental ray Bump Mapping mental ray Projection and Remapping ShadersHost Application Settings; Memory Mapping, Pyramid Images, and Image Filtering; Chapter 12: Indirect Illumination; mental ray Indirect Illumination; Photon Shaders and Photon-Casting Lights; Indirect Illumination Options and Fine-Tuning; Participating Media (PM) Effects; Chapter 13: Final Gather and Ambient Occlusion; Final Gather Fundamentals; Final Gather Options and Techniques; Advanced Final Gather Techniques; Ambient Occlusion; Chapter 14: Subsurface Scattering; Advanced Shading Models; Nonphysical Subsurface Scattering; An Advanced Shader Tree Physical Subsurface ScatteringAppendix: About the Companion CD; What You'll Find on the CD; Customer Care; Index; mental ray Color Gallery; mental ray Shaders and Shader Trees (excerpt); The Architectural (mia) Material; Surface Approximation Methods; mental ray Approximations; Approximation Techniques and Styles; Polygon and Subdivision Surfaces; Host Application Approximation Settings |
Record Nr. | UNINA-9910450669303321 |
Livny Boaz
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Indianapolis, Ind., : John Wiley, c2008 | ||
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Lo trovi qui: Univ. Federico II | ||
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Mental ray for Maya, 3ds max, and XSI [[electronic resource] ] : a 3d artist's guide to rendering / / Boaz Livny |
Autore | Livny Boaz |
Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley, c2008 |
Descrizione fisica | 1 online resource (849 p.) |
Disciplina |
005.3
620/.00420285536 |
Soggetto topico |
Computer animation
Computer graphics Three-dimensional display systems |
ISBN |
1-281-22233-X
9786611222338 0-470-26297-4 |
Classificazione | ST 320 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
mental ray for Maya 3ds Max and XSI; Dedication; Acknowledgements; About the Author; Contents at a Glance; Contents; Introduction; Chapter 1: Introduction to mental ray; What Is mental ray?; Why Use mental ray?; The Structure of mental ray; mental ray Integration; Command-Line Rendering and the Stand-Alone Renderer; mental ray Shaders and Shader Libraries; Indirect Illumination; Chapter 2: Rendering Algorithms; Introduction to Synthetic Lighting; Rendering under the Hood; mental ray Rendering Algorithms; Scanline Rendering in Depth; Raytrace Rendering in Depth; Hardware Rendering
Chapter 3: mental ray Outputmental ray Data Types; The Frame Buffer; Frame Buffer Options; mental ray Cameras; Output Statements; Chapter 4: Camera Fundamentals; Camera Basics and Aspect Ratios; Camera Lenses; Host Application Settings; Chapter 5: Quality Control; Sampling and Filtering in Host Applications; Raytrace Acceleration; Diagnostic and BSP Fine-Tuning; Chapter 6: Lights and Soft Shadows; mental ray Lights; Area Lights; Host Application Settings; Light Profiles; Chapter 7: Shadow Algorithms; Shadow Algorithms; Raytrace Shadows; Depth-Based Shadows; Stand-Alone and Host Settings Chapter 8: Motion Blurmental ray Motion Blur; Motion-Blur Options; Motion-Blur Render Algorithms; Host Settings; Chapter 9: The Fundamentals of Light and Shading Models; The Fundamentals of Light; Light Transport and Shading Models; mental ray Shaders; Chapter 10: mental ray Shaders and Shader Trees; Installing Custom Shaders; DGS and Dielectric Shading Models; Glossy Reflection and Refraction Shaders; Brushed Metals with the Glossy and Anisotropic Shaders; The Architectural (mia) Material; Chapter 11: mental ray Textures and Projections; Texture Space and Projections; mental ray Bump Mapping mental ray Projection and Remapping ShadersHost Application Settings; Memory Mapping, Pyramid Images, and Image Filtering; Chapter 12: Indirect Illumination; mental ray Indirect Illumination; Photon Shaders and Photon-Casting Lights; Indirect Illumination Options and Fine-Tuning; Participating Media (PM) Effects; Chapter 13: Final Gather and Ambient Occlusion; Final Gather Fundamentals; Final Gather Options and Techniques; Advanced Final Gather Techniques; Ambient Occlusion; Chapter 14: Subsurface Scattering; Advanced Shading Models; Nonphysical Subsurface Scattering; An Advanced Shader Tree Physical Subsurface ScatteringAppendix: About the Companion CD; What You'll Find on the CD; Customer Care; Index; mental ray Color Gallery; mental ray Shaders and Shader Trees (excerpt); The Architectural (mia) Material; Surface Approximation Methods; mental ray Approximations; Approximation Techniques and Styles; Polygon and Subdivision Surfaces; Host Application Approximation Settings |
Record Nr. | UNINA-9910777055203321 |
Livny Boaz
![]() |
||
Indianapolis, Ind., : John Wiley, c2008 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
|
Mental ray for Maya, 3ds max, and XSI [[electronic resource] ] : a 3d artist's guide to rendering / / Boaz Livny |
Autore | Livny Boaz |
Pubbl/distr/stampa | Indianapolis, Ind., : John Wiley, c2008 |
Descrizione fisica | 1 online resource (849 p.) |
Disciplina |
005.3
620/.00420285536 |
Soggetto topico |
Computer animation
Computer graphics Three-dimensional display systems |
ISBN |
1-281-22233-X
9786611222338 0-470-26297-4 |
Classificazione | ST 320 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
mental ray for Maya 3ds Max and XSI; Dedication; Acknowledgements; About the Author; Contents at a Glance; Contents; Introduction; Chapter 1: Introduction to mental ray; What Is mental ray?; Why Use mental ray?; The Structure of mental ray; mental ray Integration; Command-Line Rendering and the Stand-Alone Renderer; mental ray Shaders and Shader Libraries; Indirect Illumination; Chapter 2: Rendering Algorithms; Introduction to Synthetic Lighting; Rendering under the Hood; mental ray Rendering Algorithms; Scanline Rendering in Depth; Raytrace Rendering in Depth; Hardware Rendering
Chapter 3: mental ray Outputmental ray Data Types; The Frame Buffer; Frame Buffer Options; mental ray Cameras; Output Statements; Chapter 4: Camera Fundamentals; Camera Basics and Aspect Ratios; Camera Lenses; Host Application Settings; Chapter 5: Quality Control; Sampling and Filtering in Host Applications; Raytrace Acceleration; Diagnostic and BSP Fine-Tuning; Chapter 6: Lights and Soft Shadows; mental ray Lights; Area Lights; Host Application Settings; Light Profiles; Chapter 7: Shadow Algorithms; Shadow Algorithms; Raytrace Shadows; Depth-Based Shadows; Stand-Alone and Host Settings Chapter 8: Motion Blurmental ray Motion Blur; Motion-Blur Options; Motion-Blur Render Algorithms; Host Settings; Chapter 9: The Fundamentals of Light and Shading Models; The Fundamentals of Light; Light Transport and Shading Models; mental ray Shaders; Chapter 10: mental ray Shaders and Shader Trees; Installing Custom Shaders; DGS and Dielectric Shading Models; Glossy Reflection and Refraction Shaders; Brushed Metals with the Glossy and Anisotropic Shaders; The Architectural (mia) Material; Chapter 11: mental ray Textures and Projections; Texture Space and Projections; mental ray Bump Mapping mental ray Projection and Remapping ShadersHost Application Settings; Memory Mapping, Pyramid Images, and Image Filtering; Chapter 12: Indirect Illumination; mental ray Indirect Illumination; Photon Shaders and Photon-Casting Lights; Indirect Illumination Options and Fine-Tuning; Participating Media (PM) Effects; Chapter 13: Final Gather and Ambient Occlusion; Final Gather Fundamentals; Final Gather Options and Techniques; Advanced Final Gather Techniques; Ambient Occlusion; Chapter 14: Subsurface Scattering; Advanced Shading Models; Nonphysical Subsurface Scattering; An Advanced Shader Tree Physical Subsurface ScatteringAppendix: About the Companion CD; What You'll Find on the CD; Customer Care; Index; mental ray Color Gallery; mental ray Shaders and Shader Trees (excerpt); The Architectural (mia) Material; Surface Approximation Methods; mental ray Approximations; Approximation Techniques and Styles; Polygon and Subdivision Surfaces; Host Application Approximation Settings |
Record Nr. | UNINA-9910818994103321 |
Livny Boaz
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Indianapolis, Ind., : John Wiley, c2008 | ||
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Lo trovi qui: Univ. Federico II | ||
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Mixed Reality and Three-Dimensional Computer Graphics / / edited by Branislav Sobota and Dragan Cvetković |
Pubbl/distr/stampa | London, England : , : IntechOpen, , 2020 |
Descrizione fisica | 1 online resource (180 pages) : illustrations |
Disciplina | 006.8 |
Soggetto topico |
Mixed reality - Industrial applications
Computer graphics Three-dimensional display systems |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910688330703321 |
London, England : , : IntechOpen, , 2020 | ||
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Lo trovi qui: Univ. Federico II | ||
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Mobile 3D graphics [[electronic resource] ] : with OpenGL ES and M3G / / Kari Pulli ... [et al.] |
Edizione | [1st edition] |
Pubbl/distr/stampa | Amsterdam ; ; London, : Elsevier/Morgan Kaufmann Publishers, c2008 |
Descrizione fisica | 1 online resource (462 p.) |
Disciplina | 006.686 |
Altri autori (Persone) | PulliKari |
Collana | Morgan Kaufmann series in computer graphics |
Soggetto topico |
Computer graphics
Computer drawing Smartphones Three-dimensional display systems |
Soggetto genere / forma | Electronic books. |
ISBN |
1-281-09618-0
9786611096182 0-12-374642-6 0-08-055591-8 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Contents; Preface; About the Authors; Acknowledgments; Chapter 1. Introduction; 1.1 About This Book; 1.2 Graphics on Handheld Devices; 1.3 Mobile Graphics Standards; Part I: Anatomy of a Graphics Engine; Chapter 2. Linear Algebra for 3D Graphics; 2.1 Coordinate Systems; 2.2 Matrices; 2.3 Affine Transformations; 2.4 Eye Coordinate System; 2.5 Projections; 2.6 Viewport and 2D Coordinate Systems; Chapter 3. Low-Level Rendering; 3.1 Rendering Primitives; 3.2 Lighting; 3.3 Culling and Clipping; 3.4 Rasterization; 3.5 Per-Fragment Operations; 3.6 Life Cycle of a Frame; Chapter 4. Animation
4.1 Keyframe Animation4.2 Deforming Meshes; Chapter 5. Scene Management; 5.1 Triangle Meshes; 5.2 Scene Graphs; 5.3 Retained Mode Rendering; Chapter 6. Performance and Scalability; 6.1 Scalability; 6.2 Performance Optimization; 6.3 Changing and Querying the State; 6.4 Model Data; 6.5 Transformation Pipeline; 6.6 Lighting; 6.7 Textures; Part II: OpenGL ES and EGL; Chapter 7. Introducing OpenGL ES; 7.1 Khronos Group and OpenGL ES; 7.2 Design Principles; 7.3 Resources; 7.4 API Overview; 7.5 Hello, OpenGL ES!; Chapter 8. OpenGL ES Transformation and Lighting; 8.1 Drawing Primitives 8.2 Vertex Transformation Pipeline8.3 Colors and Lighting; Chapter 9. OpenGL ES Rasterization and Fragment Processing; 9.1 Back-Face Culling; 9.2 Texture Mapping; 9.3 Fog; 9.4 Antialiasing; 9.5 Pixel Tests; 9.6 Applying Fragments to the Color Buffer; Chapter 10. Miscellaneous OpenGL ES Features; 10.1 Frame Buffer Operations; 10.2 State Queries; 10.3 Hints; 10.4 Extensions; Chapter 11. EGL; 11.1 API Overview; 11.2 Configuration; 11.3 Surfaces; 11.4 Contexts; 11.5 Extensions; 11.6 Rendering into Textures; 11.7 Writing High-Performance EGL Code; 11.8 Mixing OpenGL ES and 2D Rendering 11.9 Optimizing Power Usage11.10 Example on EGL Configuration Selection; Part III: M3G; Chapter 12. Introducing M3G; 12.1 Overview; 12.2 Design Principles and Conventions; 12.3 M3G 1.1; Chapter 13. Basic M3G Concepts; 13.1 Graphics3D; 13.2 Image2D; 13.3 Matrices and Transformations; 13.4 Object3D; 13.5 Importing Content; Chapter 14. Low-Level Modeling in M3G; 14.1 Building Meshes; 14.2 Adding Color and Light: Appearance; 14.3 Lights and Camera; 14.4 2D Primitives; Chapter 15. The M3G Scene Graph; 15.1 Scene Graph Basics: Node, Group, and World; 15.2 Mesh Objects; 15.3 Transforming Objects 15.4 Layering and Multi-Pass Effects15.5 Picking; 15.6 Optimizing Performance; Chapter 16. Animation in M3G; 16.1 Keyframe Animation: KeyframeSequence; 16.2 Animation Targets: AnimationTrack; 16.3 Timing and Speed: AnimationController; 16.4 Animation Execution; 16.5 Advanced Animation; Part IV: Appendix; Appendix A. Fixed-Point Mathematics; A.1 Fixed-Point Methods in C; A.2 Fixed-Point Methods in Assembly Language; A.3 Fixed-Point Methods in Java; Appendix B. Java Performance Tuning; B.1 Virtual Machines; B.2 Bytecode Optimization; B.3 Garbage Collection; B.4 Memory Accesses; B.5 Method Calls Appendix C. Glossary |
Record Nr. | UNINA-9910450593203321 |
Amsterdam ; ; London, : Elsevier/Morgan Kaufmann Publishers, c2008 | ||
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Lo trovi qui: Univ. Federico II | ||
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