|
GOLSCO Books Online Store | UK | Germany |
| books | baby | camera | computers | dvd | games | electronics | garden | kitchen | magazines | music | phones | software | tools | toys | video |
| Help |
| Books - Medicine - General - Graphics Lab Books to Get |
| 1-12 of 12 1 |
| Featured List | Simple List |
Go to bottom to see all images
Click image to enlarge
|
The RenderMan Companion : A Programmer's Guide to Realistic Computer Graphics by Steve Upstill Average Customer Review: Paperback (01 January, 1990) list price: $44.99 -- our price: $40.04 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (7)
Much of the content in the book describes the C programming API used to write programs to create computer graphics and animation.It's been my experience in this day and age, that most users skip over all the C stuff and dive right into the Shading Language.After all, we have animation programs to take care of setting up a scene and moving objects around, we just want to make them look pretty. Reading through the entire book will undoubtedly give you a better understanding of how renderman and computer graphics works.And is definitely a must for anyone that wants to program applications to work with renderman, but for most people wanting to use renderman to color and light it's all a bit much to take in.We must remind ourselves and look at the cover to see who the book was written for 'A "Programmer's" Guide to Realistic Computer Graphics'. Overall an excellent and informative companion that I refer to almost every time I write a shader.If it were brought up to date (and included the RIB specification) it would be deserving of another star or two. If you are trying to choose between this book and "Advanced Renderman" don't bother... get both of them."The RenderMan Companion" is more of a reference book where "Advanced RenderMan" explores advaced topics with some tutorial components and limited reference, picking up where the Companion left off.Even the authors of "Advanced Renderman" recommend that you keep this book handy.
Isbn: 0201508680 |
$40.04 |
|
Advanced RenderMan: Creating CGI for Motion Pictures (Morgan Kaufmann Series in Computer Graphics and Geometric Modeling) by Anthony A. Apodaca, Larry Gritz Average Customer Review: Paperback (08 December, 1999) list price: $55.95 -- our price: $35.25 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review More powerful and inspiring than the superheroes it moves on the big screen, the RenderMan 3-D graphics engine pushes animation toward the photorealistic as anyone who has seen A Bug's Life, The Iron Giant, or the Toy Story can attest.Advanced RenderMan, written by two long-time employees of Pixar Animation and early participants who helped define the RenderMan standard, is a clear, concise, and technical exploration of this computer graphics and animation rendering tool. The first section introduces RenderMan, computer graphics concepts, and mathematics, followed by a section on "Scene Description." This includes chapters on "Describing Models and Scenes in RenderMan" and "Handling Complexity in Photorealistic Scenes." Sections 3 and 4, "Shading," and "Tricks of the Trade" supply the meat of the book and make it worth the cost of admission. These sections include examples and insight from not only a technical perspective but also a cinematic one. The chapter "Storytelling Through Lighting" should be required reading for beginning computer animation artists. There are numerous color plates, including some rendering tests from Toy Story. These show the same scene (Andy's room) using different lighting and color palettes, each suggesting a different time of day. Given the difficulty of the book's subject, 3-D artists or animators with limited technical chops, amateurs, or hobbyists might be better served by something more general. This is, however, an outstanding reference for CG technical directors or anyone with experience in graphics and 3-D programming. It is filled with coding examples used to create RenderMan shaders and case studies citing which techniques were used to create a specific look in, for example, Toy Story or A Bug's Life. The book has no accompanying CD-ROM, but the publisher maintains a Web site from which code snippets and examples can be downloaded. At first, this may seem inconvenient and merely a way to cut production costs, but it's actually an excellent way to keep the examples current. The field of computer graphics and animation is moving at the speed of light, and the examples and tutorials must move with it. But have no fear--RenderMan is here. --Mike Caputo ... Read more Reviews (6)
If you don't care about the above, but would still like to see how Toy Story and the Iron Giant were created, then buy this.
While Renderman is the ostensible subject, the authors actually cover the entire graphics workflow-- and explain the "why" of it all. Their section on anti-aliasing, for example, is concise, complete, and makes clear the implications of all those little doo-hickeys in 3DS -- you remember the AR explanation better, because its based around how rendering works, rather than how a particular application works (which may change in the next rev, anyway) Smart guys, smart book-- highly recommended.
Isbn: 1558606181 |
$35.25 |
|
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 |
|
A Mathematical Introduction to Robotic Manipulation by Richard M. Murray, Zexiang Li, S. Shankar Sastry Average Customer Review: Hardcover (22 March, 1994) list price: $159.95 -- our price: $136.78 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (1)
Isbn: 0849379814 |
$136.78 |
|
Numerical Linear Algebra and Optimization (Numerical Linear Algebra and Optimization) by Philip E. Gill, Walter Murray, Margaret H. Wright Hardcover (01 September, 1990) list price: $51.00 US | Canada | United Kingdom | Germany | France Isbn: 0201126494 |
|
|
Computational Geometry in C (Cambridge Tracts in Theoretical Computer Science) by Joseph O'Rourke Average Customer Review: Paperback (15 February, 2001) list price: $37.99 -- our price: $28.51 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (5)
The mode of presentation -- supporting a discussion of the theories with implementable code -- is actually a bit refreshing.For comparison:Other books, when discussing the line segment intersection problem (ie: Given a set of line segments, find all of their intersection points) simply assume that computing the intersection of a pair of segments can be done in constant time.This is not an especially difficult problem, but the discussion seems more complete with a brief description of how this might be done.The same can be said about other primitive tests and operations in other algorithms. Overall, this book can stand alone as an excellent introduction to computational geometry, but a serious student in the subject will want more: perhaps Preparata and Shamos or de Berg et. al.
The ability to visualize objects in an abstract subject like algebraic geometry boils down to, in the case of toric varieties, to a consideration of how to manipulate polytopes geometrically. A major portion of the book, if not all of it, is devoted to the computational geometry of polyhedra. Because it is an introductory book, some more advanced topics, such as Bayesian methods to find similarities between polyhedra, and neural network approaches to classifying polyhedral objects are not treated. Readers who need to do such things will be well-prepared for them after a study of this book. In addition, there are good exercises assigned at the end of each chapter, so the book could be used in the classroom. Some readers will however choose to use it as a reference source, and it would be a good one, for the author gives references to topics that he only touched upon in the book. Some particular areas that were treated especially well were: 1. The discussion on data structures for surfaces of polyhedra. Although not very general, since he choose to deal with only triangulated polytopes, readers who need to be more general will have a good start in this discussion. 2. The discussion on volume overflow and how to deal with it using robust computation. 3. The discussion, albeit short, of the randomized incremental algorithm. 4. The treatment on the minimum spanning tree and Kruskal's algorithm. Communication network performance optimization is now a major application of this algorithm and others in graph theory, including the author's later discussion of Dijkstra's algorithm.
Isbn: 0521649765 |
$28.51 |
|
Geometric Modeling with Splines: An Introduction by Elaine Cohen, Richard F. Riesenfeld, Gershon Elber Average Customer Review: Hardcover (July, 2001) list price: $59.00 -- our price: $59.00 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (1)
Isbn: 1568811373 |
$59.00 |
|
Subdivision Methods for Geometric Design: A Constructive Approach (Morgan Kaufmann Series in Computer Graphics and Geometric Modeling) by Joe Warren, Henrik Weimer Hardcover (22 October, 2001) list price: $60.95 -- our price: $60.95 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review Although computer graphics applications have grown remarkably easy to use, there is absolutely nothing simple about how they work. One of the most difficult aspects is the creation of smooth or organic shapes using the inherently flat polygon approach to modeling. Subdivision Methods for Geometric Design describes the contemporary approach to solving this problem. It is not an unheard-of practice--large computer animation studios such as Pixar not only use this approach, but some of their researchers helped pioneer it. Learning how subdivisions work, though, and applying them in your application is the tricky part. In this valuable textbook, the authors attempt to explain the approach and usage of this valuable technique. Spanning eight chapters and 275 pages of text, this hardcover is divided loosely into three parts. The first part is an introduction to subdivision and techniques for creating subdivision schemes. The second part, chapters 4 through 6, focuses on "a new differential method for constructing subdivision schemes." Later sections explore the techniques and practice of applying subdivision to polyhedral meshes, most commonly found in computer modeling systems where smooth forms are desirable. This is certainly not a book for the common computer programmer. It is specific and detailed, targeted at the narrow band of programmers writing graphics applications whose desired output is smooth and organic shapes. Subdivision Methods for Geometric Design offers valuable insight and explanation, but it is not for the lighthearted enthusiast. --Mike Caputo ... Read more Isbn: 1558604464 |
$60.95 |
|
Wavelets for Computer Graphics (Morgan Kaufmann Series in Computer Graphics and Geometric Modeling (Hardcover)) by Eric J. Stollnitz, Anthony D. DeRose, David H. Salesin Average Customer Review: Hardcover (15 January, 1996) list price: $70.95 -- our price: $70.95 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Editorial Review The term wavelet was coined in 1940 by a scientist observingthe disturbances emanating from seismic events and explosive charges. Today,the term denotes the actual mathematical function that was originally used tomodel these disturbances, and many scientists working in signal processing,physics, and other areas use wavelets to represent and analyze large amounts ofdata. Wavelets for Computer Graphics: Theory and Applications is awell-written, thoroughly researched book that provides a solid introduction towavelet theory and the burgeoning field of its applications in computer graphics.The authors target computer-graphics professionals and researchers, particularlythose who know the rudiments of linear algebra and are relatively new towavelet theory.The authors explain the algebraic formulae for, and methodology behind, usingwavelets to enhance and edit images. They discuss different types of wavelets-- such as Haar wavelets and biorthogonal wavelets for surfaces--and explain howto apply wavelets to image compression, editing, and querying; curves andtiling; surface-area editing and compression; and the physical simulationmethods of variational modeling and global illumination. Each section of thebook combines theory, mathematics, and real-world examples showing how toapply wavelets to specific graphics. Appendices review the basics of linearalgebra and B-spline wavelet matrices. ... Read more Reviews (3)
This book covers a number of areas that are not covered outside This characterizes much of the book.The authors cover If you are already familiar with wavelet algorithms and their
The authors offer their knowledge in anearly stage and this honour them in the largest extent! This book providesan expleantion for these two papers and their branches(papers originatingfrom these theories).
Isbn: 1558603751 |
$70.95 |
|
Level Set Methods and Dynamic Implicit Surfaces by Stanley J. Osher, Ronald P. Fedkiw Average Customer Review: Hardcover (01 November, 2002) list price: $84.95 -- our price: $60.74 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (6)
Isbn: 0387954821 |
$60.74 |
|
Numerical Optimization by Jorge Nocedal, Stephen J. Wright Average Customer Review: Hardcover (27 August, 1999) list price: $84.95 -- our price: $55.97 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (2)
Conclusion: A little difficult, but well worth the time and money involved
All in all, agood book to own I think... ... Read more Isbn: 0387987932 |
$55.97 |
|
Applied Numerical Linear Algebra by James W. Demmel Average Customer Review: Paperback (01 September, 1997) list price: $62.50 -- our price: $62.50 (price subject to change: see help) US | Canada | United Kingdom | Germany | France Reviews (4)
Many introductury numerical analysis books include several chapters covering the commonly used algorithms in NLA but usually not in complete detail.While this format is friendlier to use for an overview of the "basics," in the real world, the standard ways of solving numerical systems such as GEPP, SVD, QR, Cholesky decompostions, Gauss-Siedel iterations, and other methods do not always work in a nice cookbook-like fashion.When one of these standard methods that engineers and research scientists use to solve "standard" problems fails, and it will sometimes, this book will give you a good starting point to figure out what went wrong and what alternate methods can be used to solve a linear system that is not as easy as it first appeared to be. If you are learning NLA, you are probably doing so because you either want to or have to apply it in your professional life, by which I mean your job or the job that you hope to get.In my current position, I develop and design statistical and deterministic simulators for human genetics research.And when I need to used Cholesky decompostions, SVD's, and other NLA methods, I always consult this book to review how these methods work and, more importantly, what innocent looking data will cause these methods to fail silently - in other words, give results that look reasonable, but are completely wrong.In conclusion, this book is not the easiest to read.But it is one of the best resources available when you need to learn how to handle basic and not-so-basic problems in the field of NLA.
Isbn: 0898713897 |
$62.50 |
| 1-12 of 12 1 |
| Books - Medicine - General - Graphics Lab Books to Get (images) |
| Images - 1-12 of 12 1 |
|
| Images - 1-12 of 12 1 |