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xv, 462 pages : illustrations (chiefly color) ; 28 cm
Engineering Library (Terman)
xv, 339 p. : ill. (chiefly col.) ; 25 cm.
  • Preface Goals The PVR System C++ and Python Python bindings Rendering with PVR I Fundamentals The Basics Time and motion blur Cameras Geometry Geometry attributes pvr::Geo::AttrTable pvr::Geo::AttrRef pvr::Geo::Attr and pvr::Geo::AttrVisitor Voxel Buffers Introduction to voxel buffers Implementing a simple voxel buffer Field3D Transformations and mappings Interpolating voxel data Filtered lookups Noise Procedural textures Perlin noise Noise functions Fractal functions The fractal base class Fractional Brownian motion (fBm) II Volume Modeling Fundamentals of Volume Modeling Volume modeling and voxel buffers Defining the voxel buffer Volume modeling strategies Rasterization primitives Instantiation primitives Using geometry to guide volumetric primitives Common coordinate systems Procedural noise and fractal functions PVR's Modeling Pipeline Overview pvr::Model::Modeler pvr::Model::ModelerInput pvr::Util::ParamBase pvr::Model::Prim::Primitive Splatting data to voxel buffers Rasterization Primitives in PVR The RasterizationPrim base class Implementing primitives Sphere-based primitives The Point primitive The PyroclasticPoint primitive Line-based primitives The Line primitive The PyroclasticLine primitive Instantiation Primitives in PVR The InstantiationPrim base class Common strategies The Sphere instantiation primitive The Line instantiation primitive The Surface instantiation primitive III Volume Rendering Volumetric Lighting Lighting fundamentals Absorption Emission Scattering Phase functions Optical thickness and transmittance Wavelength dependency Other approaches to volume rendering Raymarching An introduction to raymarching Lighting and raymarching Integration intervals Integration intervals for multiple volumes Integration intervals for overlapping volumes Sampling strategies Empty space optimization Holdouts PVR's Rendering Pipeline pvr::Render::Scene pvr::Render::Renderer pvr::Render::Camera pvr::Render::PerspectiveCamera pvr::Render::SphericalCamera pvr::Render::Image PVR Volume Types Volumes in PVR pvr::Render::ConstantVolume pvr::Render::VoxelVolume pvr::Render::CompositeVolume Raymarching in PVR Introduction pvr::Render::Raymarcher pvr::Render::UniformRaymarcher Integration bounds Lighting in PVR Raymarch samplers pvr::Render::DensitySampler pvr::Render::PhysicalSampler pvr::Render::Light pvr::Render::PointLight pvr::Render::SpotLight Phase functions in PVR Occlusion in PVR Pre-Computed Occlusion Voxelized occlusion Deep shadows Strategies for pre-computation pvr::Render::VoxelOccluder pvr::Render::OtfVoxelOccluder pvr::Render::DeepImage pvr::Render::TransmittanceMapOccluder pvr::Render::OtfTransmittanceMapOccluder Bibliography.
  • (source: Nielsen Book Data)9781568817248 20160609
Due to limited publicly available software and lack of documentation, those involved with production volume rendering often have to start from scratch creating the necessary elements to make their system work. Production Volume Rendering: Design and Implementation provides the first full account of volume rendering techniques used for feature animation and visual effects production. It covers the theoretical underpinnings as well as the implementation of a working renderer. The book offers two paths toward understanding production volume rendering. It describes: * Modern production volume rendering techniques in a generic context, explaining how the techniques fit together and how the modules are used to achieve real-world goals * Implementation of the techniques, showing how to translate abstract concepts into concrete, working code and how the ideas work together to create a complete system As an introduction to the field and an overview of current techniques and algorithms, this book is a valuable source of information for programmers, technical directors, artists, and anyone else interested in how production volume rendering works. Web Resource The scripts, data, and source code for the book's renderer are freely available at Readers can see how the code is implemented and acquire a practical understanding of how various design considerations impact scalability, extensibility, generality, and performance.
(source: Nielsen Book Data)9781568817248 20160609
Engineering Library (Terman)
192 p. : col ill. ; 28 cm.
Engineering Library (Terman)
xviii, 650 p. : ill. (chiefly col.) ; 25 cm.
This landmark book is the first to describe HDRI technology in its entirety and covers a wide-range of topics, from capture devices to tone reproduction and image-based lighting. The techniques described enable you to produce images that have a dynamic range much closer to that found in the real world, leading to an unparalleled visual experience. As both an introduction to the field and an authoritative technical reference, it is essential to anyone working with images, whether in computer graphics, film, video, photography, or lighting design. New material includes chapters on High Dynamic Range Video Encoding, High Dynamic Range Image Encoding, and High Dynammic Range Display Devices. It is written by the inventors and initial implementors of High Dynamic Range Imaging. It covers the basic concepts (including just enough about human vision to explain why HDR images are necessary), image capture, image encoding, file formats, display techniques, tone mapping for lower dynamic range display, and the use of HDR images and calculations in 3D rendering. The range and depth of coverage is good for the knowledgeable researcher as well as those who are just starting to learn about High Dynamic Range imaging.
(source: Nielsen Book Data)9780123749147 20160614
Engineering Library (Terman)
xvii, 351 p. : ill. (chiefly col.) ; 26 cm.
Alain Briot states that, 'The personality of the photographer must be present in the image for an artistic photograph to have value'. And in this book he sets out to teach the things that are essential in achieving this goal. Following his successful first book, "Mastering Landscape Photography", Briot goes beyond the conventional rules of composition and takes on a fresh, new approach to teaching the art of photography. Based upon his personal experiences as an artist, teacher, and photographer, he opens new doors to the reader-doors leading to new ways of seeing and composing images. Briot approaches fine art photography as being a combination of art and technique. In this new book he addresses both of these by presenting artistic and technical information. On the artistic side, Briot introduces artistic concepts that have been rarely, if ever, associated with photography. On the technical side, he presents numerous tools that can help you learn how to create better photographs and provides technical solutions to common photographic problems. The author practices photography as a fine art. What matters most to him is how photography can be used to express feelings and emotions. For Briot, a good photograph must be both artistically inspired and technically excellent. To have just one of these two elements is not enough for a fine art photograph to be successful. Topics covered in this title include: how to compose with color, with black and white, and with light; why you need to consider your audience while composing a photograph; recreate the emotions you felt when you captured your photographs; how the elements of color-hue, contrast, and saturation-work in your images; how to control the elements that have a visual effect in your photographs; how to draw upon your personal way of seeing and then share your vision; how to diagnose image maladies and apply the proper remedies; how to define a color palette for a specific photograph; and, how to use compositional elements to develop a personal style Forward by Tony Snow.
(source: Nielsen Book Data)9781933952222 20160604
Engineering Library (Terman)
191 p. : col. ill. ; 22 cm.
  • Introduction
  • The basics of exposure
  • Exposure in practice
  • Ambient light
  • Flash light
  • Filters
  • Exposure in the digital darkroom
  • Glossary
  • Useful websites.
Exposure is an essential part of photographic technique, but is often thought of as mysterious or difficult to understand. Digital cameras have brought a new dimension to exposure control, offering photographers the ability to review images in the field, as well as being able to change the sensitivity of the sensor from shot to shot. In this handy new book, Ross Hoddinott unravels the fundamentals of this fascinating subject and presents it in a clear and easy-to-understand way. This practical, jargon-free guide will be an essential companion out in the field, helping photographers turn theory into practice and to achieve creative control over their images.
(source: Nielsen Book Data)9781861085337 20160605
Engineering Library (Terman)
xx, 278 p. : ill. ; 24 cm. + 1 CD-ROM (4 3/4 in.)
  • Introduction: Describes the problem domain, historical background, and book organization. Concepts: Defines the mathematical and algorithmic concepts that are relevant in the context of collision detection. Basic primitives: Describes intersection tests for combinations of primitives, such as spheres, boxes, line segments, triangles, and general polygons. Convex Objects: Discusses methods for performing proximity queries on convex objects. The main part of this chapter is dedicated to the Gilbert-Johnson-Keerthi (GJK) algorithm. Spatial Data Structures: Discusses a number of spatial data structures that are used for quick rejection of non-intersecting pairs of primitives. Design of SOLID: An in-depth discussion of the architecture of the SOLID collision detection library. Conclusion: New trends and interesting areas for future exploration.
  • (source: Nielsen Book Data)9781558608016 20160528
The heart of any system that simulates the physical interaction between objects is collision detection - the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the field or otherwise, quickly discover that the attempt to build a fast, accurate, and robust collision detection system takes them down a long path fraught with perils and pitfalls unlike most they have ever encountered. Without in-depth knowledge and understanding of the issues associated with engineering a collision detection system, the end of that path is an abyss that has swallowed many a good programmer! Gino van den Bergen's new book is the story of his successful journey down that path. The outcome is his well-known collision detection system, the SOftware Library for Interference Detection (SOLID). Along the way, he covers the topics of vector algebra and geometry, the various geometric primitives of interest in a collision system, the powerful method of separating axes for the purposes of intersection testing, and the equally powerful Gilbert-Johnson-Keerthi (GJK) algorithm for computing the distance between convex objects. But this book provides much more than a good compendium of the ideas that go into building a collision system. The curse of practical computational geometry is floating-point arithmetic. Algorithms with straightforward implementations when using exact arithmetic can have catastrophic failures in a floating-point system. Specifically, intersection and distance algorithms implemented in a floating-point system tend to fail exactly in the most important case in a collision system - when two objects are just touching. Great care must be taken to properly handle floating-point round off errors. Gino's ultimate accomplishment in this book is his presentation on how to correctly implement the GJK distance algorithm in the presence of single-precision floating-point arithmetic. And what better way to illustrate this than with a case study, the final chapter on the design and implementation of SOLID. About the CD-ROM: the companion CD-ROM includes the full C++ source code of SOLID 3.5 as well as API documentation in HTML and PDF formats; both single (32bit) and double (64bit) precision versions of the SOLID SDK plus example programs can be compiled for Linux platforms using GNU g++ version 2.95 to 3.3 and for Win32 platforms using Microsoft Visual C++ version 6.0 to 7.1; and, use of the SOLID source code is governed by the terms of either the GNU GPL or the Trolltech QPL (see CD-ROM documentation for details). About the Author: Gino van den Bergen is a game developer living and working in The Netherlands. He is the creator of SOLID and holds a Ph.D. in computing science from Eindhoven University of Technology. Gino implemented collision detection and physics in NaN Technologies' Blender, a creation suite for interactive 3D content. Features include: explains the fundamental geometric and numerical concepts that underlie the key algorithms of collision detection; CD-ROM includes the full C++ source code of SOLID, a well-known library for collision detection, plus binaries and example programs for Win32; discusses algorithms for commonly used primitive types, such as spheres, boxes, cylinders, cones, triangles, rays, and convex polyhedra; and, presents techniques for accelerating collision detection for complex models and scenes.
(source: Nielsen Book Data)9781558608016 20160528
Engineering Library (Terman)
1 videodisc (31 min.) : sd., col. ; 4 3/4 in.
  • Introduction
  • Fabrication overview
  • Photolithography station
  • Track system
  • I-line stepper
  • DUV excimer scanner
  • Ending and credits.
Features an in-depth look at the photolithography process in IC manufacturing, includes wafer preparation, photoresist coating, exposure (using i-line steppers and DUV scanners), wafer developing and inspection.
Engineering Library (Terman), Media & Microtext Center
2 v. : ill. (some col.) ; 28 cm.
Newly revised and updated, an ultimate photography resource draws on the writings and images of Ansel Adams; presents current information on variable contrast papers, view and digital cameras, and the recent changes of the Advanced Photo System; and provides demonstration photographs and technical.
(source: Nielsen Book Data)9780821225752 20160528
Art & Architecture Library (Bowes), Engineering Library (Terman)

10. The camera [1998]

xiii, 203 p. : ill. ; 25 cm.
This is an atrractively priced photography c lassic made accessible to a wider, new audience. It covers e verything from "seeing" the finished photo in advance, to le ns choices. It is illustrated with many of Ansel Adams most famous images. '.
(source: Nielsen Book Data)9780821221846 20160528
Engineering Library (Terman), SAL3 (off-campus storage)
iv, 86 p. : ill. ; 22 cm.
Engineering Library (Terman), SAL3 (off-campus storage)

12. The negative [1981]

xiii, 272 p. : ill. ; 25 cm.
Engineering Library (Terman), SAL1&2 (on-campus shelving), SAL3 (off-campus storage)