Showing posts with label computer graphics. Show all posts
Showing posts with label computer graphics. Show all posts

6/08/2012

Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics) Review

Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics)
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A stunning 1000 page encyclopedia of spatial, multidimensional, and metric data structures and algorithms presented in the Knuth tradition. The general coverage is broader than an older, now out of print and expensive: "Design and Analysis of Spatial Data Structures". In a surprise, the new book is not only the size of a telephone directory, but it has double the number of useful pages. 4 extensive chapters cover data structures and algorithms for: points, objects and images, intervals and small rectangles, and the same data types in higher +dimensions. Within each chapter, the algorithms and clearly presented and are accompanied by an extensive use of figures. The algorithms which run from the expected to the exotic are summarized by the table of contents at the publisher's web site. Unexpected algorithms are also covered including: nearest neighbor finding which is useful for clustering applications, image pyramids, and object pyramids or hierarchies such as R-trees.The book has a textbook flavor with exercises at the end of each section where specifics are left for the student; however, solutions and pseudo-code for many of the exercises are in a 300+ page appendix maintaining the book as a useful reference. This book is comprehensive, inexpensive, and in my mind - a must have.

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5/26/2012

Production Rendering: Design and Implementation Review

Production Rendering: Design and Implementation
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I won't hurt the rating by voting differently than the other two reviewers - I haven't read it! I wanted to check out this book because Amazon lists it as "1st Edition. edition (November 5, 2010)". It actually came out in 2004. I'm adding this "review" just so others are not fooled by this incorrect date.
For a newer book on production-quality rendering, you might also consider "Physically Based Rendering, Second Edition", which truly is from 2010 (the first edition is from 2004). Stephenson's book is focused on RenderMan, which is beginning to show its age and limitations; "Physically Based Rendering" (PRT) is entirely ray-based, vs. micropolygons (plus rays tacked on, as an extension). If you want to understand RenderMan's algorithms, I suspect "Production Rendering" is the book for you. If I was insane enough to create a production renderer from scratch, I'd write a pure ray tracer as of today, and so would find PRT of more interest.

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Details the techniques used by experienced graphics software developers to implement feature film quality rendering engines.Brings together all the skills needed to develop a rendering system.

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5/13/2012

Dynamic Simulations of Multibody Systems Review

Dynamic Simulations of Multibody Systems
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This book is very unique in that it successfully combines
Physically Based Modeling with Computational Geometry.
Everyone in developing realtime dynamic simulation systems
with 3-dimensional computer graphics should have one.

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This book introduces the techniques needed to produce realistic simulations and animations of particle and rigid body systems. It focuses on both the theoretical and practical aspects of developing and implementing physically based dynamic simulation engines that can be used to generate convincing animations of physical events involving particles and rigid bodies. It can also be used to produce accurate simulations of mechanical systems, such as a robotic parts feeder. The book is intended for researchers in computer graphics, computer animation, computer-aided mechanical design and modeling software developers.

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3/30/2012

Principles of Three-Dimensional Computer Animation: Modeling, Rendering, and Animating With 3d Computer Graphics (Norton Books for Architects & Designers) Review

Principles of Three-Dimensional Computer Animation: Modeling, Rendering, and Animating With 3d Computer Graphics (Norton Books for Architects and Designers)
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I'm entirely new to 3D modeling and animation. I found this book to be exceptionally well written. The author provides a clear and concise explanation of the principles of 3D computer graphics, with easy-to-understand examples throughout. As stated in other reviews, it is not software specific. If you are looking for an introductory but thorough 3D primer, I recommend this book without reservation. It should provide a solid foundation for those who have little or no prior computer graphics experience.

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Integrated into this text are techniques that, since it was first published have become an accepted part of computer animation technology. New sections cover advanced modelling, rendering and animating techniques, including blended surfaces, environment rendering, animation constraints, volumetric lights and an expanded description of particle systems. A chapter on animation production has been added.

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1/29/2012

Curves and Surfaces in Geometric Modeling: Theory & Algorithms (The Morgan Kaufmann Series in Computer Graphics) Review

Curves and Surfaces in Geometric Modeling: Theory and Algorithms (The Morgan Kaufmann Series in Computer Graphics)
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This is a great book, definitely the best among the various books on geometric design and CAGD (other good ones include Farin, Mortsenson, Piegl and Tiller, Hoscheck and Lasser). It is not as encyclopedic as the sources listed above, but it a lot more coherent and a lot clearer, because it follows the unifying concept of blossoming. As a result, one gets multiple complementary views of polynomial curves and surfaces: algebraic, geometric, combinatorial, and algorithmic. For example, we can see where the Bernstein polynomials come from, instead of mysteriously being dropped from the sky. The systematic use of blossoms (polar forms) is particularly elegant in the presentation of surfaces, where it clarifies greatly the differences between rectangular and triangular patches. The discussion of subdivision versions of the de Casteljau algorithm is very thorough and unique. Gallier's book is also the only book to discuss subdivision surfaces in some detail (Doo-Sabin, Catmull-Clark, and Loop). In particular, an analysis of the convergence of Loop's scheme is given. For this, the author gives a remarkable crash course on the discrete Fourier transform. However, this chapter is too dense and should have been split. Also, much more pictures are needed. It seems that the author was in a rush. The appendix on vector spaces is gorgeous, and the one on differentials is also excellent. This book is highly recommended to mathematically inclined readers interested in geometric modeling and computer graphics. Too bad that applications to medicine such as organ modeling, or to computer animation, are not presented. Nevertheless, Mathematica code is provided for most of the algorithms. A web site would be helpful.

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Curves and Surfaces for Geometric Design offers both a theoretically unifying understanding of polynomial curves and surfaces and an effective approach to implementation that you can bring to bear on your own work-whether you're a graduate student, scientist, or practitioner.

Inside, the focus is on "blossoming"-the process of converting a polynomial to its polar form-as a natural, purely geometric explanation of the behavior of curves and surfaces.This insight is important for far more than its theoretical elegance, for the author proceeds to demonstrate the value of blossoming as a practical algorithmic tool for generating and manipulating curves and surfaces that meet many different criteria.You'll learn to use this and related techniques drawn from affine geometry for computing and adjusting control points, deriving the continuity conditions for splines, creating subdivision surfaces, and more.

The product of groundbreaking research by a noteworthy computer scientist and mathematician, this book is destined to emerge as a classic work on this complex subject.It will be an essential acquisition for readers in many different areas, including computer graphics and animation, robotics, virtual reality, geometric modeling and design, medical imaging, computer vision, and motion planning.
* Achieves a depth of coverage not found in any other book in this field.* Offers a mathematically rigorous, unifying approach to the algorithmic generation and manipulation of curves and surfaces. * Covers basic concepts of affine geometry, the ideal framework for dealing with curves and surfaces in terms of control points.* Details (in Mathematica) many complete implementations, explaining how they produce highly continuous curves and surfaces.* Presents the primary techniques for creating and analyzing the convergence of subdivision surfaces (Doo-Sabin, Catmull-Clark, Loop).* Contains appendices on linear algebra, basic topology, and differential calculus.

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1/04/2012

Digital Modeling of Material Appearance (The Morgan Kaufmann Series in Computer Graphics) Review

Digital Modeling of Material Appearance (The Morgan Kaufmann Series in Computer Graphics)
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This is the future of Computer Graphics. The book begins with a solid, foundational overview of light properties and their current forms of implementation. The book then gracefully develops the more advanced concepts and smoothly transitions into digital modeling of material appearance. In this subject of light there is no better compendium of knowledge, especially one that can educate due to its salient command of technical language that never obscures the concept underneath.

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Computer graphics systems are capable of generating stunningly realistic images of objects that have never physically existed. In order for computers to create these accurately detailed images, digital models of appearance must include robust data to give viewers a credible visual impression of the depicted materials. In particular, digital models demonstrating the nuances of how materials interact with light are essential to this capability. This is the first comprehensive work on the digital modeling of material appearance: it explains how models from physics and engineering are combined with keen observation skills for use in computer graphics rendering.Written by the foremost experts in appearance modeling and rendering, this book is for practitioners who want a general framework for understanding material modeling tools, and also for researchers pursuing the development of new modeling techniques. The text is not a "how to" guide for a particular software system. Instead, it provides a thorough discussion of foundations and detailed coverage of key advances.Practitioners and researchers in applications such as architecture, theater, product development, cultural heritage documentation, visual simulation and training, as well as traditional digital application areas such as feature film, television, and computer games, will benefit from this much needed resource.ABOUT THE AUTHORSJulie Dorsey and Holly Rushmeier are professors in the Computer Science Department at Yale University and co-directors of the Yale Computer Graphics Group. François Sillion is a senior researcher with INRIA (Institut National de Recherche en Informatique et Automatique), and director of its Grenoble RhÃne-Alpes research center. * First comprehensive treatment of the digital modeling of material appearance;* Provides a foundation for modeling appearance, based on the physics of how light interacts with materials, how people perceive appearance, and the implications of rendering appearance on a digital computer;* An invaluable, one-stop resource for practitioners and researchers in a variety of fields dealing with the digital modeling of material appearance.

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12/08/2011

Numerical Simulation in Fluid Dynamics: A Practical Introduction (Monographs on Mathematical Modeling and Computation) Review

Numerical Simulation in Fluid Dynamics: A Practical Introduction (Monographs on Mathematical Modeling and Computation)
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I found this book to be a a very good reference for the development of my first simple finite difference code for the solutions of the incompressible Navier-Stokes equations.
It is not extremely detailed in terms of all the methods exsisting in computational fluid dynamics, but it gives you those information that for a beginner might be hard to find. Good practical examples and a detail explanation on the development of a N-S solver also for FREE SURFACE problems.
Practical things as writing a makefile or how to set your code environment are explained aside of the mathematical analysis of the numerical methods involved.
I highly reccommend this book to those who study the subject but never put into practice that knowledge.
The practical examples are written in C.

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In this translation of the German edition, the authors provide insight into the numerical simulation of fluid flow. Using a simple numerical method as an expository example, the individual steps of scientific computing are presented: the derivation of the mathematical model; the discretization of the model equations; the development of algorithms; parallelization; and visualization of the computed data. In addition to the treatment of the basic equations for modeling laminar, transient flow of viscous, incompressible fluids - the Navier-Stokes equations - the authors look at the simulation of free surface flows; energy and chemical transport; and turbulence. Readers are enabled to write their own flow simulation program from scratch. The variety of applications is shown in several simulation results, including 92 black-and-white and 18 color illustrations. After reading this book, readers should be able to understand more enhanced algorithms of computational fluid dynamics and apply their new knowledge to other scientific fields.

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12/04/2011

Geometric Transformations for 3D Modeling Review

Geometric Transformations for 3D Modeling
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Pedagogically, Mortenson's presentation is easy for a reader to follow. Accompanied by generous numbers of diagrams. He gives understandable interpretations of how matrices are used to represent different types of transformations. The underlying geometrical rationale is clear.
En route, the reader is gently introduced to group theory. For finite groups. A way to bind geometry and symmetry. Interestingly, the notation he uses for the symmetries and groups is Schonflies. In 1982, this was already being phased out by crystallographers, in favour of International notation. But maybe mathematicians prefer the older style.
There is also a quick discussion of tensors. Giving rise to contra and covariant vectors. And the metric tensor is introduced as a key idea. All this is a jumping off point for physicists studying General Relativity, though it is not actually mentioned by name.

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Written from a mathematical standpoint accessible to students, teachers, and professionals studying or practicing in engineering, mathematics, or physics, the new second edition is a comprehensive introduction to the theory and application of transformations. Presenting the more abstract foundation material in the first three chapters, Geometric Transformations in 3D Modeling reduces the clutter of theoretical derivation and development in the remainder of the text and introduces the operational and more application-oriented tools and concepts as the need arises. It assumes the reader has already taken analytic geometry and first-year calculus and has a working knowledge of basic matrix and vector algebra. This self-contained resource is sure to appeal to those working in 3D modeling, geometric modeling, computer graphics, animation, robotics, and kinematics. Distinctive Features- Explores and develops the subject in much greater breadth and depth than other books, offering readers a better understanding of transformation theory, the role of invariants, the uses of various notation systems, and the relations between transformations.- Describes how geometric objects may change position, orientation, or even shape when subjected to mathematical operations, while properties characterizing their geometric identity and integrity remain unchanged.- Presents eigenvalues, eigenvectors, and tensors in a way that makes it easier for readers to understand.- Contains revised and improved figures, with many in color to highlight important features.- Provides exercises throughout nearly all of the chapters whose answers are found at the end of the book.

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11/27/2011

Introduction to Solid Modeling Review

Introduction to Solid Modeling
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I read the book " Introduction to solid modelling" & I liked it because it gives a first hand exposure to solid modelling to the engineering professionals who are on the brink of trying to understand solid modelling & its uses in their respective area of applications. It also helps the "C" savvy engineering application developers to understand the intricacies in developing a cad package using solid modelling techniques.

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10/12/2011

Geometric Modeling Review

Geometric Modeling
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This book is a definitive introduction to geometric modeling. However, the sections on solid modeling and surface-surface intersection are lacking in depth. A serious reader may consider consulting books by Farin and Piegl for Geometric modeling and Hoffman/Mantyla for solid modeling.

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Describes and compares all the important mathematical methods for modeling curves, surfaces, and solids.Prepares the reader for more advanced topics, such as 3D modeling, CAD/CAM, animation, and scientific visualization.Incorporates references throughout the text to direct the reader to more specialized treatments of the subjects.Carefully designed illustrations and exercises support each mathematical concept presented.Offers hundreds of exercises to test the readers comprehension.


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8/27/2011

Texturing and Modeling, Third Edition: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics) Review

Texturing and Modeling, Third Edition: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics)
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This is an update of a classic book on procedural texturing and modeling by the main founders of the field. The book presents lengthy discussions of classical procedural texturing using various noise functions of the sort originated by Ken Perlin (one of the authors). It discusses newer texturing techniques such as cellular texturing, which can be used, for example, to create convincing stone patterns. Other chapters focus on animating solid textures (e.g. marble forming, volumetric gasses, etc.), fractal terrain generation, and tips for utilizing existing graphics APIs and hardware for realtime procedural texturing. This is only a sampling of the topics covered.
Code samples in C and RenderMan are given throughout, although most algorithms are given in only one of those languages. This can be a bit of a problem, as many readers will probably not have access to a RenderMan implementation. Nevertheless, it is not too difficult to translate the RenderMan code into C code in many instances.
The biggest drawback to this book is its lack of rigorous technical coverage. The decision to omit many mathematical details was a conscious choice on the part of the authors. Instead the book is mostly prose discussion of the techniques and the coarse descriptions of the underlying concepts. Although the prose is mostly clear, many times I felt myself in need of more specific, technical details. Fortunately, the book's authors are the primary researchers in this field and most of the ideas in the book have been published in academic journals. It was very easy to supplement the book with these primary sources.
Overall I found this to be a very interesting and useful book, with many algorithms essentially ready-to-run right out of the book. It would get five stars, except for the lack of technical and mathematical details mentioned above. Every serious worker in graphics needs to have this book on their shelf. I use mine often.

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The third edition of this classic tutorial and reference on procedural texturing and modeling is thoroughly updated to meet the needs of today's 3D graphics professionals and students. New for this edition are chapters devoted to real-time issues, cellular texturing, geometric instancing, hardware acceleration, futuristic environments, and virtual universes. In addition, the familiar authoritative chapters on which readers have come to rely contain all-new material covering L-systems, particle systems, scene graphs, spot geometry, bump mapping, cloud modeling, and noise improvements. There are many new spectacular color images to enjoy, especially in this edition's full-color format.As in the previous editions, the authors, who are the creators of the methods they discuss, provide extensive, practical explanations of widely accepted techniques as well as insights into designing new ones. New to the third edition are chapters by two well-known contributors: Bill Mark of NVIDIA and John Hart of the University of Illinois at Urbana-Champaign on state-of-the-art topics not covered in former editions.An accompanying Web site (www.texturingandmodeling.com) contains all of the book's sample code in C code segments (all updated to the ANSI C Standard) or in RenderMan shading language, plus files of many magnificent full-color illustrations.No other book on the market contains the breadth of theoretical and practical information necessary for applying procedural methods. More than ever, Texturing & Modeling remains the chosen resource for professionals and advanced students in computer graphics and animation. *New chapters on: procedural real-time shading by Bill Mark, procedural geometric instancing and real-time solid texturing by John Hart, hardware acceleration strategies by David Ebert, cellular texturing by Steven Worley, and procedural planets and virtual universes by Ken Musgrave.*New material on Perlin Noise by Ken Perlin.*Printed in full color throughout.*Companion Web site contains revised sample code and dozens of images.

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