3D engine design for virtual globes / / by Patrick Cozzi and Kevin Ring |
Autore | Cozzi Patrick |
Edizione | [First edition.] |
Pubbl/distr/stampa | Boca Raton, FL : , : A K Peters/CRC Press, an imprint of Taylor and Francis, , 2011 |
Descrizione fisica | 1 online resource (514 pages) : illustrations (some color), tables, photographs |
Disciplina | 005.75/8 |
Soggetto topico |
Search engines - Programming
Web search engines Three-dimensional imaging Digital mapping Texture mapping |
ISBN |
0-429-10846-X
1-56881-711-8 1-4398-6558-2 |
Classificazione | COM012000 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | chapter 1 Introduction -- chapter 2 Math Foundations -- chapter 3 Renderer Design -- chapter 4 Globe Rendering -- chapter 5 Vertex Transform Precision -- chapter 6 Depth Buffer Precision -- chapter 7 Vector Data and Polylines -- chapter 8 Polygons -- chapter 9 Billboards -- chapter 10 Exploiting Parallelism in Resource Preparation -- chapter 11 Terrain Basics -- chapter 12 Massive-Terrain Rendering -- chapter 13 Geometry Clipmapping -- chapter 14 Chunked LOD. |
Record Nr. | UNINA-9910788060303321 |
Cozzi Patrick | ||
Boca Raton, FL : , : A K Peters/CRC Press, an imprint of Taylor and Francis, , 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
3D engine design for virtual globes / / by Patrick Cozzi and Kevin Ring |
Autore | Cozzi Patrick |
Edizione | [First edition.] |
Pubbl/distr/stampa | Boca Raton, FL : , : A K Peters/CRC Press, an imprint of Taylor and Francis, , 2011 |
Descrizione fisica | 1 online resource (514 pages) : illustrations (some color), tables, photographs |
Disciplina | 005.75/8 |
Soggetto topico |
Search engines - Programming
Web search engines Three-dimensional imaging Digital mapping Texture mapping |
ISBN |
0-429-10846-X
1-56881-711-8 1-4398-6558-2 |
Classificazione | COM012000 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | chapter 1 Introduction -- chapter 2 Math Foundations -- chapter 3 Renderer Design -- chapter 4 Globe Rendering -- chapter 5 Vertex Transform Precision -- chapter 6 Depth Buffer Precision -- chapter 7 Vector Data and Polylines -- chapter 8 Polygons -- chapter 9 Billboards -- chapter 10 Exploiting Parallelism in Resource Preparation -- chapter 11 Terrain Basics -- chapter 12 Massive-Terrain Rendering -- chapter 13 Geometry Clipmapping -- chapter 14 Chunked LOD. |
Record Nr. | UNINA-9910828919703321 |
Cozzi Patrick | ||
Boca Raton, FL : , : A K Peters/CRC Press, an imprint of Taylor and Francis, , 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Introducing Autodesk Maya 2012 [[electronic resource] /] / Dariush Derakhshani |
Autore | Derakhshani Dariush |
Edizione | [1st edition] |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley Pub., Inc., c2011 |
Descrizione fisica | 1 online resource (650 p.) |
Disciplina | 006.6/96 |
Collana |
Autodesk official training guide
Serious skills |
Soggetto topico |
Computer animation
Computer graphics Three-dimensional display systems |
ISBN |
1-118-08852-2
1-283-39769-2 9786613397690 1-118-08854-9 |
Classificazione | COM012000 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1. Introduction to computer graphics and 3D -- 2. Jumping In headfirst, with both feet -- 3. The Maya 2012 interface -- 4. Beginning polygonal modeling -- 5. Modeling with NURBS, subdivisions, and deformers -- 6. Practical experience -- 7. Maya shading and texturing -- 8. Introduction to animation -- 9. More Animation! -- 10. Maya lighting -- 11. Maya rendering -- 12. Maya dynamics and effects. |
Record Nr. | UNINA-9910789334003321 |
Derakhshani Dariush | ||
Indianapolis, Ind., : Wiley Pub., Inc., c2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Introducing Autodesk Maya 2012 / / Dariush Derakhshani |
Autore | Derakhshani Dariush |
Edizione | [1st edition] |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley Pub., Inc., c2011 |
Descrizione fisica | 1 online resource (650 p.) |
Disciplina | 006.6/96 |
Collana |
Autodesk official training guide
Serious skills |
Soggetto topico |
Computer animation
Computer graphics Three-dimensional display systems |
ISBN |
1-118-08852-2
1-283-39769-2 9786613397690 1-118-08854-9 |
Classificazione | COM012000 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 1. Introduction to computer graphics and 3D -- 2. Jumping In headfirst, with both feet -- 3. The Maya 2012 interface -- 4. Beginning polygonal modeling -- 5. Modeling with NURBS, subdivisions, and deformers -- 6. Practical experience -- 7. Maya shading and texturing -- 8. Introduction to animation -- 9. More Animation! -- 10. Maya lighting -- 11. Maya rendering -- 12. Maya dynamics and effects. |
Altri titoli varianti | Introducing Maya 2012 |
Record Nr. | UNINA-9910815763303321 |
Derakhshani Dariush | ||
Indianapolis, Ind., : Wiley Pub., Inc., c2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mastering Autodesk Maya 2012 [[electronic resource] /] / Todd Palamar, Eric Keller ; [with Anthony Honn, Lee Lanier, and Beau Janzen] |
Autore | Palamar Todd |
Edizione | [1st ed.] |
Pubbl/distr/stampa | San Francisco, : Wiley Pub., Inc., 2011 |
Descrizione fisica | 1 online resource (978 p.) |
Disciplina | 006.6/96 |
Altri autori (Persone) |
KellerEric <1969->
HonnAnthony LanierLee JanzenBeau |
Collana |
Autodesk official training guide
Serious skills |
Soggetto topico |
Computer animation
Computer graphics Three-dimensional display systems |
ISBN |
1-118-14853-3
1-283-20430-4 9786613204301 1-118-14855-X |
Classificazione | COM012000 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Mastering Autodesk® Maya® 2012; Introduction; Who Should Buy This Book; What's Inside; How to Contact the Author; Working in Autodesk Maya; Creating and Editing Maya Nodes; Using the Hypergraph; Connecting Nodes with the Connection Editor; Creating Node Hierarchies in the Outliner; Displaying Options in the Outliner; The Channel Box; The Attribute Editor; Working with Shader Nodes in the Hypershade; Creating Maya Projects; Creating a New Project; Editing and Changing Projects; Organizing Complex Node Structures with Assets; Creating an Asset; Publishing Asset Attributes
Using the Asset EditorFile References; Referencing a File; Using Reference Proxies; The Bottom Line; Virtual Filmmaking with Autodesk Maya Cameras; Determining the Image Size and Film Speed of the Camera; Setting the Size and Resolution of the Image; Setting the Film Speed; Creating and Animating Cameras; Creating a Camera; Setting Camera Attributes; Limiting the Range of Renderable Objects with Clipping Planes; Composing the Shot Using the Film Back Settings; Creating a Camera Shake Effect; Using an Expression to Control Alpha Offset; Creating Custom Camera Rigs; Swivel Camera Rig Swivel Camera Rig AssetApplying Depth of Field and Motion Blur; Rendering Using Depth of Field; Creating a Rack Focus Rig; Adding Motion Blur to an Animation; Using Orthographic and Stereo Cameras; Orthographic Cameras; Stereo Cameras; Using the Camera Sequencer; The Bottom Line; Modeling I; Understanding Polygon Geometry; Polygon Vertices; Polygon Edges; Polygon Faces; Working with Smooth Polygons; Using Subdivision Surfaces; Understanding NURBS; Understanding Curves; Understanding NURBS Surfaces; Surface Seams; NURBS Display Controls; Employing Image Planes; Modeling NURBS Surfaces Lofting SurfacesIntersecting Surfaces; Trim Surfaces; Working with Trim Edges; Fillet Surfaces; Creating Rail Surfaces; Lofting Across Multiple Curves; Live Surfaces; NURBS Tessellation; Modeling with Polygons; Shaping Using Smooth Mesh Polygon Geometry; Insert Edge Loops; Extruding Polygons; Edge Creasing; Mirror Cut; The Bottom Line; Modeling II; Modeling with Deformers; Using a Lattice; Soft Modification Tool; Combining Meshes; Using Bevel Plus and Bevel Edges; Creating the Curves; Projecting the Curve; Bevel Edges; Using Curves; Create an Extrusion Curve; Extrude Along a Curve Drawing Curves on a Live SurfaceConvert NURBS Surfaces to Polygons; Employing Revolved Surfaces; NURBS Extrusions; Boolean Operations; Using Booleans; Cutting Polygons; Sculpting Polygons Using Artisan; Advanced Polygon Editing Tools; Append a Polygon; Interactive Split Tool; Spin a Polygon Edge; Bridge Polygons; Working with SubDs; Modeling with SubDs; SubD Levels; The Bottom Line; Animation Techniques; Using Joints and Constraints; Joint Basics; Point Constraints; Aim Constraints; Inverse Kinematics; IK Handle Tool; Create a Master Control; Keyframe Animation; Creating Keyframes Auto Keyframe |
Record Nr. | UNINA-9910781698903321 |
Palamar Todd | ||
San Francisco, : Wiley Pub., Inc., 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Mastering Autodesk Maya 2012 / / Todd Palamar, Eric Keller ; [with Anthony Honn, Lee Lanier, and Beau Janzen] |
Autore | Palamar Todd |
Edizione | [1st ed.] |
Pubbl/distr/stampa | San Francisco, : Wiley Pub., Inc., 2011 |
Descrizione fisica | 1 online resource (978 p.) |
Disciplina | 006.6/96 |
Altri autori (Persone) |
KellerEric <1969->
HonnAnthony LanierLee JanzenBeau |
Collana |
Autodesk official training guide
Serious skills |
Soggetto topico |
Computer animation
Computer graphics Three-dimensional display systems |
ISBN |
1-118-14853-3
1-283-20430-4 9786613204301 1-118-14855-X |
Classificazione | COM012000 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Mastering Autodesk® Maya® 2012; Introduction; Who Should Buy This Book; What's Inside; How to Contact the Author; Working in Autodesk Maya; Creating and Editing Maya Nodes; Using the Hypergraph; Connecting Nodes with the Connection Editor; Creating Node Hierarchies in the Outliner; Displaying Options in the Outliner; The Channel Box; The Attribute Editor; Working with Shader Nodes in the Hypershade; Creating Maya Projects; Creating a New Project; Editing and Changing Projects; Organizing Complex Node Structures with Assets; Creating an Asset; Publishing Asset Attributes
Using the Asset EditorFile References; Referencing a File; Using Reference Proxies; The Bottom Line; Virtual Filmmaking with Autodesk Maya Cameras; Determining the Image Size and Film Speed of the Camera; Setting the Size and Resolution of the Image; Setting the Film Speed; Creating and Animating Cameras; Creating a Camera; Setting Camera Attributes; Limiting the Range of Renderable Objects with Clipping Planes; Composing the Shot Using the Film Back Settings; Creating a Camera Shake Effect; Using an Expression to Control Alpha Offset; Creating Custom Camera Rigs; Swivel Camera Rig Swivel Camera Rig AssetApplying Depth of Field and Motion Blur; Rendering Using Depth of Field; Creating a Rack Focus Rig; Adding Motion Blur to an Animation; Using Orthographic and Stereo Cameras; Orthographic Cameras; Stereo Cameras; Using the Camera Sequencer; The Bottom Line; Modeling I; Understanding Polygon Geometry; Polygon Vertices; Polygon Edges; Polygon Faces; Working with Smooth Polygons; Using Subdivision Surfaces; Understanding NURBS; Understanding Curves; Understanding NURBS Surfaces; Surface Seams; NURBS Display Controls; Employing Image Planes; Modeling NURBS Surfaces Lofting SurfacesIntersecting Surfaces; Trim Surfaces; Working with Trim Edges; Fillet Surfaces; Creating Rail Surfaces; Lofting Across Multiple Curves; Live Surfaces; NURBS Tessellation; Modeling with Polygons; Shaping Using Smooth Mesh Polygon Geometry; Insert Edge Loops; Extruding Polygons; Edge Creasing; Mirror Cut; The Bottom Line; Modeling II; Modeling with Deformers; Using a Lattice; Soft Modification Tool; Combining Meshes; Using Bevel Plus and Bevel Edges; Creating the Curves; Projecting the Curve; Bevel Edges; Using Curves; Create an Extrusion Curve; Extrude Along a Curve Drawing Curves on a Live SurfaceConvert NURBS Surfaces to Polygons; Employing Revolved Surfaces; NURBS Extrusions; Boolean Operations; Using Booleans; Cutting Polygons; Sculpting Polygons Using Artisan; Advanced Polygon Editing Tools; Append a Polygon; Interactive Split Tool; Spin a Polygon Edge; Bridge Polygons; Working with SubDs; Modeling with SubDs; SubD Levels; The Bottom Line; Animation Techniques; Using Joints and Constraints; Joint Basics; Point Constraints; Aim Constraints; Inverse Kinematics; IK Handle Tool; Create a Master Control; Keyframe Animation; Creating Keyframes Auto Keyframe |
Record Nr. | UNINA-9910818329703321 |
Palamar Todd | ||
San Francisco, : Wiley Pub., Inc., 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Visual perception from a computer graphics perspective / / William B. Thompson. [et al.] |
Autore | Thompson William B. <1948-, > |
Edizione | [1st edition] |
Pubbl/distr/stampa | Boca Raton, Fla. : , : A.K. Peters, , 2011 |
Descrizione fisica | 1 online resource (900 p.) |
Disciplina | 152.14 |
Soggetto topico |
Visual perception
Vision Computer graphics - Design |
ISBN |
0-429-10493-6
1-4665-0275-4 1-4398-6549-3 1-4665-0276-2 |
Classificazione | COM012000 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Title Page; Copyright; Dedication; Contents; Preface; Part I: Introduction; Chapter 1: Overview; Part II: Building Blocks; Chapter 2: Visual Sensitivity; Chapter 3: 2D Image Features; Chapter 4: Color; Chapter 5: 2D Motion; Chapter 6: Stereo and Accommodation; Part III: Surfaces and Movement; Chapter 7: Perspective; Chapter 8: Texture; Chapter 9: Illumination, Shading, and Shadows; Chapter 10: Perception of Material Properties; Chapter 11: Motion of Viewer and Objects; Chapter 12: 12.5 Suggestions for Further Reading; Part IV: Perception of Higher-Level Entities
Chapter 13: Spatial Orientation and Spatial CognitionChapter 14: Perception and Action; Chapter 15: Object and Scene Recognition; Chapter 16: Visual Attention and Search; Chapter 17: Event Recognition-Inanimate; Chapter 18: Event Recognition-Biological; References; Index; Color Plate |
Record Nr. | UNINA-9910790025303321 |
Thompson William B. <1948-, > | ||
Boca Raton, Fla. : , : A.K. Peters, , 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Visual perception from a computer graphics perspective / / William B. Thompson. [et al.] |
Autore | Thompson William B. <1948-, > |
Edizione | [1st edition] |
Pubbl/distr/stampa | Boca Raton, Fla. : , : A.K. Peters, , 2011 |
Descrizione fisica | 1 online resource (900 p.) |
Disciplina | 152.14 |
Soggetto topico |
Visual perception
Vision Computer graphics - Design |
ISBN |
0-429-10493-6
1-4665-0275-4 1-4398-6549-3 1-4665-0276-2 |
Classificazione | COM012000 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Title Page; Copyright; Dedication; Contents; Preface; Part I: Introduction; Chapter 1: Overview; Part II: Building Blocks; Chapter 2: Visual Sensitivity; Chapter 3: 2D Image Features; Chapter 4: Color; Chapter 5: 2D Motion; Chapter 6: Stereo and Accommodation; Part III: Surfaces and Movement; Chapter 7: Perspective; Chapter 8: Texture; Chapter 9: Illumination, Shading, and Shadows; Chapter 10: Perception of Material Properties; Chapter 11: Motion of Viewer and Objects; Chapter 12: 12.5 Suggestions for Further Reading; Part IV: Perception of Higher-Level Entities
Chapter 13: Spatial Orientation and Spatial CognitionChapter 14: Perception and Action; Chapter 15: Object and Scene Recognition; Chapter 16: Visual Attention and Search; Chapter 17: Event Recognition-Inanimate; Chapter 18: Event Recognition-Biological; References; Index; Color Plate |
Record Nr. | UNINA-9910815894403321 |
Thompson William B. <1948-, > | ||
Boca Raton, Fla. : , : A.K. Peters, , 2011 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|