Mäklare

Categories
Animal | Application |Art | Artificial Intelligence | Business | Certification | Commerce | Computer - Hardware | Databases | Electronics | Engineering | Grammar | History | Intelligence | Internet | IT - General | Language | Magazine | Medical | Photographic | Networking| Programming | Security | Uncategorized | WWW

BOOKS BOOKS


Full download


Posted: January 5th, 2008, 6:36am CET by SOFTS

Tags  [edit]


Full download


Posted: January 5th, 2008, 6:36am CET by SOFTS

Tags  [edit]


High dynamic range imaging produces images with a much greater range of light and color than conventional imaging. The effect is stunning, as great as the difference between black-and-white and color television. High Dynamic Range Imaging is the first book to describe this exciting new field that is transforming the media and entertainment industries. Written by the foremost researchers in HDRI, it will explain and define this new technology for anyone who works with images, whether it is for computer graphics, film, video, photography, or lighting design.

* Written by the leading researchers in HDRI
* Covers all the areas of high dynamic range imaging including capture devices, display devices, file formats, dynamic range reduction, and image-based lighting
* Includes a DVD with over 4 GB of HDR images as well as source code and binaries for numerous tone reproduction operators for Windows, Linux, and Mac OS X

Audience
Researchers and developers in computer graphics and the entertainment industry; technical directors in film and photography; anyone who works with images.

Contents

Foreword Preface
1 Introduction
2 Light And Color
2.1 Radiometry 2.2 Photometry 2.3 Colorimetry 2.4 Color Spaces 2.5 White Point and Illuminants 2.6 Color Correction 2.7 Color Opponent Spaces 2.8 Color Appearance 2.9 Display Gamma 2.10 Brightness Encoding 2.11 Standard RGB Color Spaces
3 HDR Image Encodings
3.1 LDR versus HDR Encodings 3.2 Applications of HDR Images 3.3 HDR Image Formats 3.4 HDR Encoding Comparison 3.5 Conclusions
4 HDR Image Capture
4.1 Photography and Light Measurement 4.2 HDR Image Capture from Multiple Exposures 4.3 Film Scanning 4.4 Image Registration and Alignment 4.5 The Mean Threshold Bitmap Alignment Technique 4.6 Deriving the Camera Response Function 4.7 Ghost Removal 4.8 Lens Flare Removal 4.9 Direct Capture of HDR Imagery 4.10 Conclusions
5 Display Devices
5.1 Hardcopy Devices 5.2 Softcopy Devices
6 The Human Visual System and HDR Tone Mapping
6.1 Tone-mapping Problem 6.2 Human Visual Adaptation 6.3 Visual Adaptation Models for HDR Tone Mapping 6.4 Background Intensity in Complex Images 6.5 Dynamics of Visual Adaptation 6.6 Summary
7 Spatial Tone Reproduction
7.1 Preliminaries 7.2 Global Operators 7.3 Local Operators 7.4 Summary
8 Frequency Domain And Gradient Domain Tone Reproduction
8.1 Frequency Domain Operators 8.2 Gradient Domain Operators 8.3 Performance 8.4 Discussion
9 Image-Based Lighting
9.1 Introduction 9.2 Basic Image-based Lighting 9.3 Capturing Light Probe Images 9.4 Omnidirectional Image Mappings 9.5 How a Global Illumination Renderer Computes IBL Images 9.6 Sampling Incident Illumination Efficiently 9.7 Simulating Shadows and Scene-Object Interreflection 9.8 Useful IBL Approximations 9.9 Image-based Lighting for Real Objects and People 9.10 Conclusions
List of Symbols References Index

Download

Full download


Posted: January 5th, 2008, 6:36am CET by SOFTS

Tags  [edit]

Point-Based Graphics (The Morgan Kaufmann Series in Computer Graphics)

Marcus Gross, Hanspeter Pfister,”Point-Based Graphics (The Morgan Kaufmann Series in Computer Graphics)”
Morgan Kaufmann | 552 pages | 2007 | ISBN:0123706041 | PDF | 19 MB

This book will present the latest research results in point-based computer graphics. After an overview of the key issues, affordable 3D scanning devices will be discussed and new concepts for the mathematical representation of point-sampled shapes will be presented. Then the authors will describe methods for high-performance and high-quality rendering of point models, including advanced shading, anti-aliasing, and transparency. The book will also present efficient data structures for hierarchical rendering on modern graphics processors (GPUs). In addition it will address methods for geometric processing, filtering and resampling of point models. The last part of the book will be devoted to Pointshop3D, open-source software for the design of new algorithms for point-based graphics. Both editors have worked in computer graphics for many years and have pioneered the field of point-based graphics. They have published a large number of papers in journals and conferences on this topic. They have founded the IEEE/EUROGRAPHICS annual Symposium on Point-based Graphics, which was held this year for the second time. They also taught numerous courses on the topic at international conferences, including ACM SIGGRAPH and EUROGRAPHICS.

The first book on a major development in graphics by the pioneers in the field
* This technique allows 3D images to be manipulated as easily as Photoshop works with 2D images
* Includes CD-ROM with the open source software program Pointshop3D for experimentation with point graphics

DOWNLOAD

Full download


Posted: January 5th, 2008, 6:36am CET by SOFTS

Tags  [edit]


Full download


Posted: January 5th, 2008, 6:36am CET by SOFTS

Tags  [edit]


Full download


Posted: January 5th, 2008, 6:30am CET by SOFTS

Tags  [edit]


Full download


Posted: January 5th, 2008, 6:30am CET by SOFTS

Tags  [edit]


Full download


Posted: January 5th, 2008, 6:30am CET by SOFTS

Tags  [edit]


Full download


Posted: January 5th, 2008, 6:30am CET by SOFTS

Tags  [edit]


Full download


Posted: January 5th, 2008, 6:23am CET by SOFTS

Tags  [edit]

By Donald Hearn and M. Pauline BakerComputers have become a powerful tool for the rapid and economical production of pictures. There is virtually no area in which graphical displays cannot be used to some advantage, and so it is not surprising to find the use of computer graphics so widespread. Although early applications in engineering and science had to rely on expensive and cumbersome equipment, advances in computer technology have made interactive computer graphics a practical tool. Today, we find computer graphics used routinely in such diverse areas as science, engineering, medicine, business, industry, government, art, entertainment, advertising, education, and training. Figure 1-1 summarizes the many applications of graphics in simulations, education, and graph presentations. Before we get into the details of how to do computer graphics, we first take a short tour through a gallery of graphics applications.A major use of computer graphics is in design processes, particularly for engineering and architectural systems, but almost all products are now computer designed. Generally referred to as CAD, computer-aided design methods are now routinely used in the design of buildings, automobiles, aircraft, watercraft, spacecraft, computers, textiles, and many, many other products. For some design applications; objeck are f&t displayed in a wireframe outline form that shows the overall sham and internal features of obiects. Wireframe displays also allow designers to qui'ckly see the effects of interacthe adjustments to design shapes. Figures 1-2 and 1-3 give examples of wireframe displays in design applications.

Click to Download

Full download


Posted: January 5th, 2008, 6:23am CET by SOFTS

Tags  [edit]


Full download


Posted: January 5th, 2008, 6:23am CET by SOFTS

Tags  [edit]


Full download


Posted: January 5th, 2008, 6:23am CET by SOFTS

Tags  [edit]

The Basics Of Atari Graphics
Tom R. Halfhill
If you are new to the Atari and have acquired a bit of familiarity with BASIC, but have not yet taken the plunge into graphics, this article will introduce you to the fundamentals.

For some reason, many people are intimidated by the programming steps required to create computer graphics. Probably this is because creating computer graphics is not as easy as it looks. The typical buyer of a personal computer is dazzled in the store by all the fantastic arcade games and impressive graphics demos with which the sales people are armed. It all looks so simple. Then the buyer eagerly unpacks the computer at home and quickly discovers that even crude pictures cannot be created without screenfuls of cryptic programming that seemingly have more in common with Sanskrit than English.

But there is hope. It's not really that hard--honest. Nobody is promising that you'll be able to duplicate Star Raidersor PacManany time soon, but the basics of computer graphics are quite easy to grasp for anyone who has some knowledge of BASIC programming. You don't need to be a math wizard, either. The most valuable attributes are a willingness to learn and to experiment. And, of course, to be creative.
Choosing A Graphics Mode
Atari graphics are particularly challenging to learn, mainly because the Atari computers have extremely versatile graphics. Luckily, Atari made it easier for us by including many special keywords in Atari BASIC that are dedicated to graphics. The first step, then, is to learn those keywords. And by the way, if you don't already have your Atari BASIC Reference Manualhandy, take a second to grab it. This book and the Manualshould help to explain each other.

The most basic of the keywords is the GRAPHICS command. This tells the computer which graphics mode you want, which in turn determines how the screen will look. The format is GRAPHICS (aexp), where (aexp) is any arithmetic expression that results in a positive integer (in other words, not a negative number or a fraction). For example, GRAPHICS 6 is a valid command which tells the computer you want graphics mode six. GRAPHICS 3 + 3 or GRAPHICS 3*2 would do the same thing.

Depending upon how old your Atari is, the GRAPHICS command gives you access to either nine or twelve different graphics modes. The reason for the difference is that earlier Ataris (generally, those shipped before late 1981) came with a TV controller chip called the CTIA. Later Ataris have a GTIA chip instead. The chips are fully compatible--programs written on CTIA Ataris will run on GTIA machines and vice versa--but the GTIA adds three new graphics modes. Users with CTIA chips can have their computers upgraded if they wish. (See "Atari Video Graphics And The New GTIA" in Chapter 6.)

Click to Read More

Full download


Posted: January 5th, 2008, 6:23am CET by SOFTS

Tags  [edit]


Full download


Posted: January 5th, 2008, 6:23am CET by SOFTS

Tags  [edit]

By Jeffrey Stanton with Dan PinalAtari computers are wonderful graphics machines capable of extraordinary visual effects. Unfortunately, few of these can be implemented directly from Atari BASIC without a thorough knowledge of Machine language and the architecture of the machine. Those who understand the techniques and have mastered them are mostly too busy writing programs to share their knowledge. This book will allow you to enter the world of Atari graphics in which your most imaginative ideas can be animated. The various chapters will present a comprehensive course in both Atari graphics and high-speed arcade animation techniques. While at least half of the book requires the ability to program in Assembly language, we were careful to bigin the book with the simplest graphics concepts 'in Atari BASIC. The book alms to increase the novice programmer's skill. It assumes no prior knowledge of either Atari graphics or Assembly language. Since we know that many of our readers will be young teenagers, we made every attempt to include BASIC program examples, some with Machine language subroutines, in most of the chapters. We felt that concepts like custom display lists, color indirection, scrolling, character set animation, and player-missile graphics can be learned by beginners, but we didn't neglect the advanced programmer either. We cover the most advanced topics possible on a Machine language level. We discuss vertical blank and display list interrupts, kernals, bit-mapped graphics, sound, scrolling, and player-missile graphics, and use these techniques to develop four complete Assembly language games.
The only requirements for this book are an inquisitive mind, perseverance, and a good Assembler. Although prior Assembly language programming experience isn't necessary, you won't be able to write code without an Assembler.
We will attempt to explain the ideas in this book through a combination of text, drawings, flow charts, and working code. The concepts in this book may seem easy at times, and somewhat difficult at other times. The Atari is a complex machine with many idiosyncrasies. The hardware sometimes makes game design relatively easy, yet the concept of an interrupt-driven machine with its timing problems can make advanced programming frustrating. Out advice is to read the book in stages and try the examples. Learn how they work.

Click to Read More

Full download


Posted: January 5th, 2008, 6:23am CET by SOFTS

Tags  [edit]


Full download


Posted: January 5th, 2008, 6:23am CET by SOFTS

Tags  [edit]



Implicit Objects Computer Graphics
By Luiz Velho,&nbspJonas Gomes,&nbspLuiz H. de Figueiredo,

* Publisher: Springer
* Number Of Pages: 208
* Publication Date: 2002-09-10
* Sales Rank: 1379309
* ISBN / ASIN: 0387984240
* EAN: 9780387984247
* Binding: Hardcover
* Manufacturer: Springer
* Studio: Springer

Book Description:

Implicit definition and description of geometric objects and surfaces plays a critical role in the appearance and manipulation of computer graphics. In addition, the mathematical definition of shapes, using an implicit form, has pivotal applications for geometric modeling, visualization and animation. Until recently, the parametric form has been by far the most popular geometric representation used in computer graphics and computer-aided design. Whereas parametric objects and the techniques associated with them have been exhaustively developed, the implicit form has been used as a complementary geometric representation, mainly in the restricted context of specific applications. However, recent developments in graphics are changing this situation, and the community is beginning to draw its attention to implicit objects. This is reflected in the current research of aspects related to this subject. Employing a coherent conceptual framework, Implicit Objects in Computer Graphics addresses the role of implicitly defined objects in the following parts: mathematical foundations of geometric models, implicit formulations for the specification of shapes, implicit primitives, techniques for constructing and manipulating implicit objects, modeling, rendering and animation implicit objects. Topics and features: *Broad, conceptual approach covers the fundamental algorithms and ideas *Integrated and up-to-date overview of the main developments surrounding implicit objects *Organized and cohesive presentation combines theory and practice *Provides thorough explanation of key problems and challenges in the field

Download

Full download


Posted: January 5th, 2008, 6:23am CET by SOFTS

Tags  [edit]


Full download


Posted: January 5th, 2008, 6:19am CET by SOFTS

Tags  [edit]


Full download