|
GOLSCO Books Online Store | UK | Germany |
| books | baby | camera | computers | dvd | games | electronics | garden | kitchen | magazines | music | phones | software | tools | toys | video |
| Help |
| Books - Engineering - Computer Technology - Computer vision and graphics |
| 1-16 of 16 1 |
| Featured List | Simple List |
|
|
|
Go to bottom to see all images
Click image to enlarge
|
Computer Graphics: Principles and Practice in C (2nd Edition) by James D. Foley, Andries van Dam, Steven K. Feiner, John F. Hughes Average Customer Review: Hardcover (04 August, 1995) list price: $79.99 -- our price: $63.02 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review Computer Graphics: Principles and Practice is the most exhaustive overview of computer graphics techniques available. This textbook's 21 chapters cover graphics hardware, user interface software, rendering, and a host of other subjects. Assuming a solid background in computer science or a related field, Computer Graphicsgives example programs in C and provides exercises at the end of each chapter to test your knowledge of the material. The guide has over 100 beautiful, four-color photographs that illustrate important topics and algorithms, such as ray tracing and bump maps, and also inspire you to acquire the skills necessary to produce them. Encyclopedic in its coverage, the book has a good table of contents so that you can immediately turn to information on the z-Buffer algorithm or the chapter on animation. ... Read more Reviews (38)
Dont bother with this book if you just want source code. This book is all about explanation of the fundamentals of computer graphics. It is excellent in helping with design descisions and implementation strategies. Dont overlook this book if you are in anyway involved with the creation of a computer graphics application. The theory and algorithms described are old, but these are still used today - interestingly other reviewers seem to think this is bad, its not. It saves you spending months researching a method only to find it was already mentioned in this book, and the benefits and disadvantages are often written well with solid references. In my opinion, in Computer Graphics, this is the Bible. The theories and algorithms assist in solving any problem you will find in the computer graphics world. It wont give you the code, but it will give you a solution.
Isbn: 0201848406 |
$63.02 |
|
Machine Vision by Ramesh Jain, Rangachar Kasturi, Brian G. Schunck Average Customer Review: Hardcover (01 March, 1995) list price: $142.19 -- our price: $142.19 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (2)
I would not suggest this book for someone who wants samples of code, because this book does not have any. This book is designed for people interested in the theory of computervision and can take that theory and apply it themselves.A strongbackground in math is needed for this book. ... Read more Isbn: 0070320187 |
$142.19 |
|
Geometric Computation for Machine Vision (Oxford Engineering Science Series) by Kenichi Kanatani Average Customer Review: Hardcover (01 May, 1993) list price: $214.00 US | Canada | United Kingdom | Germany | France Reviews (1)
Isbn: 019856385X |
|
|
Practical Algorithms for Image Analysis: Descriptions, Examples, and Code by Michael Seul, Lawrence O'Gorman, Michael J. Sammon Average Customer Review: Hardcover (15 April, 2000) list price: $70.00 -- our price: $48.54 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (7)
Also this book is good on the description of image process and image analysis algorithms. I read the whole book and use it as a reference during my programming. It sits in my bookshelf and I use it almost everyday. I recommend anybody who wishes to do serious image programming to have this book. It's just great!
Isbn: 0521660653 |
$48.54 |
|
Computer Vision by Linda G. Shapiro, George C. Stockman, George Stockman, Linda G Shapiro Average Customer Review: Hardcover (23 January, 2001) list price: $103.00 -- our price: $93.00 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (2)
Computer Vision contains sixteen chapters that fall into roughly four categories: overview, 2-D CV topics, 3D CV topics, and special CV topics. Since it was written with the intent of reaching a broader audience than IPAMV, this book is appropriate as a primary text or reference for a wider variety of courses. For example, it would be appropriate for courses ranging from an introduction to imaging for non-scientists to a sophomore-junior elective to a first-year graduate seminar. The overview chapters (chapters 1-4) include a summary of problems in CV, imaging and image representations, simple binary image analysis and a survey of pattern recognition concepts. The 2-D processing topics (chapters 3, 5-7, and 11) include thresholding and binary image analysis, filtering and enhancement, edge detection, Fourier Transforms, color, texture, segmentation, and 2-D matching and pose calculation. The 3-D computer vision topics (chapters 9-10, and 12-14) include motion detection and analysis, range image analysis, stereo, calibration, intrinsic image analysis and line labeling, shape from X, and camera models. The special topics (chapters 6-8, 15-16) include color and shading, texture, content-based retrieval, virtual reality, and a set of case studies of CV systems. Different combinations of these are appropriate for different types of courses. In comparison with other texts, the coverage of color and shading in Computer Vision is the best available without consulting a color reference such as Fairchild's Color Appearance Models (described below). However, it still does not contain adequate coverage of physical models of reflection or color appearance. The texture chapter is comparable to Sonka et. al., and the CBIR and VR chapters are unique. It is these latter two areas that give Computer Vision a nice high-level flavor and provides a reference for these growing areas of CV. Like IPAMV, Computer Vision contains a large number of example images, diagrams, and algorithms. The writing is clear and the mathematics--when it is necessary to present it--is complete and accessible. Since the book is designed with multiple audiences in mind, the heavy mathematical sections are flagged and the book can be used effectively with or without them. Of particular interest to CV practitioners and students dealing with issues of calibration, chapter 13 contains a nice description of Roger Tsai's camera calibration algorithm, complete with an example. Note that Trucco and Verri (see below) also cover Tsai's calibration algorithm. Overall, the choice between Computer Vision and IPAMV should be based on personal preference, the focus of your course, and the background of your students. IPAMV will be more accessible to engineers and contains more in-depth coverage of image processing techniques. Computer Vision is more accessible to computer scientists and covers a number of higher-level aspects of CV that are either not covered or briefly covered in IPAMV. In a number of areas--texture, stereo, motion, calibration, and segmentation--the two books are quite similar and the differences are mainly in style and emphasis. ... Read more Isbn: 0130307963 |
$93.00 |
|
Mathematical Elements for Computer Graphics by DavidRogers, J. AlanAdams Average Customer Review: Paperback (01 August, 1989) list price: $59.38 US | Canada | United Kingdom | Germany | France Reviews (3)
Isbn: 0070535302 |
|
|
3D Computer Graphics (3rd Edition) by Alan H. Watt Average Customer Review: Hardcover (06 December, 1999) list price: $59.95 -- our price: $52.20 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review The third edition of Alan Watt's 3D Computer Graphics, a bible of computer graphics, includes a CD-ROM full of examples and updated information on graphics and rendering algorithms. The book discusses many of the techniques that have evolved in the seven years since the previous edition was published. 3D Computer Graphics is a textbook, and it's designed for serious programmers creating graphics applications (not end users). Over the course of 16 sections, Watt introduces the concepts and implementation of computer imaging, from "Mathematical Fundamentals of Computer Graphics" to "Representation and Rendering" and ending with "Image-Based Rendering and Photo-Modeling." The last section, devoted to computer animation, includes methods for linked structures, collision detection, and particle animation (to name a few). Although the topics are sometimes hard to grasp, Mr. Watt writes clearly and concisely, making generous use of diagrams to help convey the principles described in the text. The accompanying CD-ROM includes over a dozen studies of computer graphics techniques and rendering algorithms. Presented in HTML, the exhaustive studies, each with a matrix of thumbnails, demonstrates the varied achievable results. One minor complaint here: although the thumbnails can be clicked to view a much larger image, the larger versions come in .tif format, which few (if any) Web browsers can view. Users will need another application to view them. Having the large image in .jpg format would have enabled the reader to view it in the already-open Web browser. 3D Computer Graphics is ideally suited to graphics programmers and researchers working to create new medical imaging devices; geological research systems; virtual structural testing systems for aircraft, cars, and spacecraft; or effects and photorealistic Hollywood animation. --Mike Caputo ... Read more Reviews (12)
It's generally very easy to read and very informative.It has a good progression of topics that introduce the reader to graphics programming concepts. The thing I most like about this is that it covers much of the foley and van dam book, but avoids the many irrelevant sections and is a little more to the point.It's like a more concise reference to that book, which is also one that I would recommend. The only thing I don't like about the updated version is the new layout, typeface and style.The old version just seems so much more appealing to me. If you program game or computer graphics, then this is a reliable book to have in your collection. ... Read more Isbn: 0201398559 |
$52.20 |
|
Computer Vision by Reinhard Klette, Karsten Schluns, Andreas Koschan Average Customer Review: Paperback (18 September, 1998) list price: $89.95 -- our price: $77.18 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (3)
I have been teaching computer vision for a while, and whenever a new student needs to learn about the bits and bytes of a specific algorithm I refer her/him to this book. It is a great book for beginners and those that set up their own systems.
Despite these failures the authors are fairly successful in giving a comprehensive picture of what 3D shape recovery requires and how it can be implemented, hence the second star. ... Read more Isbn: 9813083719 |
$77.18 |
|
Mathematics for Computer Graphics Applications: An Introduction to the Mathematics and Geometry of Cad/Cam, Geometric Modeling, Scientific Visualization, and Other Cg Applications by Michael Mortenson Average Customer Review: Hardcover (01 August, 1999) list price: $42.95 -- our price: $28.35 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (7)
Yes, like some of the reviewers below mentioned, there's a whole lot more to computer graphics math than just what's covered in this book, but you gotta start somewhere, and it better not be overwhelming at first. Which is not to be interpreted like this book is cursory or superficial, it's just fine and discusses a lot of relevant topics; after all, to cover everything is impossible, you gotta get comfortable with the basics and them scour the net for papers. Mortensons's book is a very high quality work, thumbs up. And, interestingly, it doesn't cost $... like some other books of the similar kind. Thank you, Mr Author, please give us more of the same. PS. Again, this is a good refresher or starting book; for someone with a PhD in comp. graphics there'll be nothing new there -- it's not a collection of academic papers on current goings on. But I know of no better book for a moderately math-competent beginner. I love this book, I wish all I read was written like it. Visually it's very good too: readable fonts, big-size sheets, clear and illustrative figures. And the book is not one of those 2000-page lumps of everything the authors thought could be included to make it look respectable -- it's moderately sized and easy to handle, you don't need a truck to take it along when you're going somewhere.
it is well written and the explanations are first rate.i'm studying on my own with the book and hardly have need to ask others for any help with understanding topics. i'm not sure what else to say, except I first tried Mathematics for Computer Graphics and Game Programming and it was pretty horrible compared to this book. It's cheap, so get it. ... Read more Isbn: 083113111X |
$28.35 |
|
Three-Dimensional Computer Vision (Artificial Intelligence) by Olivier Faugeras Average Customer Review: Hardcover (19 November, 1993) list price: $100.00 -- our price: $85.67 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (2)
I got this confirmed from two other sources as well, after discovering it myself.
Isbn: 0262061589 |
$85.67 |
|
Handbook of Image and Video Processing (Communications, Networking and Multimedia) by Alan C. Bovik Average Customer Review: Hardcover (31 May, 2000) list price: $125.00 -- our price: $125.00 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (8)
This book is big.It is about 8"x11" by 900 pages.It contains material from 100 different professionals on 50 different topics. The style is academic.The editor is the editor of the IEEE Transactions on Image Processing.The page style is similar to what you would see in an IEEE Transaction. There is plenty of math.The text explains the mathematics, but not to the depth I would like to see. The authors illustrate the techniques with many images.If there are no "before and after" images in an image processing book, reject it.Well, this book has plenty of images.That is a strong point. A week point is there is no source codeillustrating the techniques and algorithms.I find this a major weakness, but one that is not unique to this book. The authors leave much to the reader.This is not a read from cover to cover book.The reader must go slow, take notes, study, and read again to understand the material. All in all, this is a good source of knowledge on image processing.If you work with images and write software to process images, you should have this book on your desk. ... Read more Isbn: 0121197905 |
$125.00 |
|
Maya 4 Fundamentals by Jim Lammers, Lee Gooding Average Customer Review: Paperback (18 February, 2002) list price: $45.00 -- our price: $32.59 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (49)
Isbn: 0735711895 |
$32.59 |
|
Introductory Techniques for 3-D Computer Vision by Trucco, Alessandro Verri Average Customer Review: Paperback (06 March, 1998) list price: $92.00 -- our price: $92.00 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (8)
Isbn: 0132611082 |
$92.00 |
|
Geometric Tools for Computer Graphics (Morgan Kaufmann Series in Computer Graphics and Geometric Modeling) by Philip Schneider, David H. Eberly Average Customer Review: Textbook Binding (26 September, 2002) list price: $73.95 -- our price: $73.95 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review Reinventing the wheel is a terrible waste of time, yet legions of computer programmers do exactly that every day. Geometric Tools for Computer Graphics gives the working graphics programmer a vast collection of programming examples, complex code snippets explained and ready to use. Each chapter is filled with more than just code examples--the explanations needed to understand why these examples work the way they do are given by authors with experience both in writing and in the field. There is nothing here for the casual graphics programmer and everything for the serious 2-D and 3-D programmer. Thirteen chapters, three appendices, and a three-column index that spans over 30 pages cover everything about computer-graphic geometry, from the basics of using matrices and linear systems to intersecting 3-D objects. The appendices alone are worth the price: "Numerical Methods," "Trigonometry," and "Basic Formulas for Geometric Primitives" are treasures filled with hard-core examples of the kind that can be put to use right out of the box. Less experienced programmers will find these to be invaluable references, but then there's the rest of the book--nearly 1,000 pages loaded with examples and theory, page after page of information written in a clear, concise voice. Any hard-core graphics programmer will appreciate the value of the examples presented here, as well as the discussion of theory. After all, there's no need to waste time experimenting with code once the theory is known. Geometric Tools represents the best of both worlds: discussion of theory and code examples built on and culled from years of experience. --Mike Caputo ... Read more Reviews (6)
Isbn: 1558605940 |
$73.95 |
|
Real-Time Rendering (2nd Edition) by Tomas Moller, Eric Haines, Tomas Akenine-Moller Average Customer Review: Hardcover (July, 2002) list price: $59.00 -- our price: $59.00 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review One would think that the title of Tomas Moller's and Eric Haines's book, Real-Time Rendering, would be a contradiction in terms. How can such a computationally intensive process as rendering computer graphics ever hope to be done on the fly, in the blink of an eye, without delay--in short, in real time? The term rendering, as it applies to computer graphics, refers to the mathematically intensive process of creating a picture or sequence of frames based on geometry. The duration of this process is dependent on the complexity of the scene (a forest with many trees and thousands of leaves will take much longer to render than a scene consisting of a white box over a gray background) and the speed of the hardware doing the calculations. When Pixar's Toy Story was first released, the computer animation community was all abuzz with how it was done, and someone at Pixar mentioned that over 100 SGI workstations were used for rendering the frames over the course of almost two years. Someone else extrapolated this data and figured out that the same movie could have been rendered on one contemporary PC over the course of about 80 years. The authors deftly answer the question, not only asserting that it can be done, but since this book is a programmer's guide, they list snippets of programming algorithms that help outline how it can be done. Because the software and hardware is constantly and rapidly evolving due to the insatiable need for more realistic and complex graphics, the book avoids getting too specific. To quote the authors, "The field is rapidly evolving, and so it is a moving target." This lack of specificity doesn't detract from the usefulness of the book, though. Instead, it works at a higher, more abstract level, describing approaches to rendering techniques using generic algorithms. It is up to the programmer to apply these methods to the specific program or system on which it is to be implemented. Real-Time Rendering describes some very complex methods, and this book is not for the average computer graphics creator. However, if you are working in an industry that depends on real-time rendered animation--like the gaming, medical, or military fields--or you are building the next-generation real-time render engine, this book will offer insight and concepts you can use to build some impressive software. --Mike Caputo ... Read more Reviews (29)
I was so surprised to find this 2nd addition such a worthy purchase to someone already familiar with the first.The topic updates are fabulous and very essential. This book covers everything, introducing real-time rendering very well in an easy to read manner.I very much enjoy the numerous algorithms described in simple terms or even psuedo code. This book is great for budding game graphics programmers.A must buy!
Isbn: 1568811829 |
$59.00 |
|
Computer Graphics Using Open GL (2nd Edition) by Francis S. Hill Average Customer Review: Hardcover (15 May, 2000) list price: $96.00 -- our price: $76.89 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (25)
The book merely uses OpenGL to demonstrate the concepts, but it is not meant to serve as an OpenGL tutorial - there are plenty of other tutorials out there, some are free, go read those instead.However, if you want to understand the mathematics behind the 3D components, then this is the book to read. So now, why 4 stars if the book seems perfect?I would have given it a 5, but the exercises are too long, Chapter 6 contains an inordinate amount of exercises, some take over 20 minutes to finish (for one problem).Because the book doesn't focus too much on OpenGL, you'll find yourself reading another book for OpenGL itself.So if you're doing exercises in Chapter 5, and some later Chapters (7 and up), you'll find yourself hard pressed for an OpenGL reference. Anyhow, the book is noteworthy and will make it to my library.I forgot to mention that as you read each chapter, the author stops and asks in parentheses (why?) to a certain topic.Again, it helped reinforce a lot of the concepts from prior chapters into my brain.This book is well worth the money. ... Read more Isbn: 0023548568 |
$76.89 |
| 1-16 of 16 1 |
| Books - Engineering - Computer Technology - Computer vision and graphics (images) |
| Images - 1-16 of 16 1 |
|
| Images - 1-16 of 16 1 |