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of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the;
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use game controllers; add sound and bit-mapped graphics; and build grid-based games. After reading and using this book, you'll be able;
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in everyday life from the computer screen to the movie screen. Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL(R), 6e;
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particularly exciting and concern areas like virtual reality, artificial life, data visualization, games, global illumination, point cloud modelling;
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be a focal point for artists, designers, typographers and architects for centuries. With attention to each designers originality and unique;
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For junior/senior/graduate level courses in Computer Graphics. This Java based graphics text introduces advanced graphic features to a;
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Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both;
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Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both;
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central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time;
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, radiosity, physically based modeling, particle systems, and visualization techniques. For professionals in any area of computer graphics: CAD;
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Vladislav Golyanik proposes several new methods for dense non-rigid structure from motion (NRSfM) as well as alignment of point clouds. The;
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OpenGL Shading Language 4 Cookbook is a hands-on guide that gets straight to the point - actually creating graphics, instead of just;
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technologies based on the authors' experience developing this high-performance, real-time system. The relevant knowledge about real-time graphics;
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The richly illustrated Interactive Web-Based Data Visualization with R, plotly, and shiny focuses on the process of programming interactive;
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The richly illustrated Interactive Web-Based Data Visualization with R, plotly, and shiny focuses on the process of programming interactive;
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submissions. They contain both classical and emerging topics of Graphics Recognition, namely symbol spotting; recognition in context; perceptual based;
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mathematical issues. The topics are organized around a modern shader-based version of OpenGL, a widely used computer graphics application programming;
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This hands-on guide cuts short the preamble and gets straight to the point - actually creating graphics, instead of just theoretical;
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, with in-depth discussions of parametric feature-based CAD techniques. Its sixteen chapters have detailed step-by-step tutorial style lessons;
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present algorithms based on the data structure. A number of recent representative and useful algorithms from computer graphics are described;
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integrates OpenGL and emphasizes application-based programming. Using C and C++, the top-down, programming-oriented approach allows for coverage;
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present algorithms based on the data structure. A number of recent representative and useful algorithms from computer graphics are described;
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graphics text for undergraduates that fully integrates WebGL and emphasises application-based programming. The top-down, programming-oriented;
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This hands-on Cookbook cuts through the preamble and gets straight to the point. OpenGL Development Cookbook is perfect for intermediate C;
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to analytically model and simulate, and image-based modeling of real material samples is often impractical due to the high-dimensional space;
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to elucidate the theory. Other important features of this book include: Extensive coverage of a relatively new regression context based on;
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