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CONTENTS Computer Graphics, Multimedia, and Visualization The Art of Image Processing with Java ..................................................................................3 Symbolic Dynamics and Geometry: Using D* in Graphics and Game Programming............3 Computer Graphics: Theory and Practice..............................................................................4 Real-Time Shadows................................................................................................................4 Fundamentals of Computer Graphics, Third Edition ............................................................4 Graphics Shaders: Theory and Practice ................................................................................4
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Practical Rendering and Computation with Direct3D 11 ......................................................5
www.crcpress.com
3D Engine Design for Virtual Globes ....................................................................................5 Realistic Image Synthesis Using Photon Mapping, Second Edition........................................6 Realistic Ray Tracing, Second Edition ....................................................................................6 Essentials of Interactive Computer Graphics: Concepts and Implementation........................6
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Computer Facial Animation, Second Edition ........................................................................6 Displays: Fundamentals, Applications, and Outlook ..............................................................7 Visual Perception from a Computer Graphics Perspective ....................................................7 Fluid Simulation for Computer Graphics ..............................................................................7 Real-Time Rendering, Third Edition ......................................................................................7 The Magic of Computer Graphics ........................................................................................8 3D Graphics for Game Programming....................................................................................8 Haptic Rendering: Foundations, Algorithms, and Applications..............................................9 Color Imaging: Fundamentals and Applications ....................................................................9 Graphics & Visualization: Principles and Algorithms..............................................................9 Data Visualization: Principles and Practice ............................................................................9 GPU Pro: Advanced Rendering Techniques ........................................................................10 GPU Pro 2 ..........................................................................................................................10 Polygon Mesh Processing....................................................................................................11 Computer Graphics Through OpenGL: From Theory to Experiments ................................11 Processing for Visual Artists: How to Create Expressive Images and Interactive Art ............12 Advanced High Dynamic Range Imaging: Theory and Practice ..........................................12
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Interactive Data Visualization: Foundations, Techniques, and Applications ........................13 An Integrated Introduction to Computer Graphics and Geometric Modeling ....................13 Ubiquitous Multimedia Computing ....................................................................................14 Computational Intelligence in Medical Imaging: Techniques and Applications ..................14 Practical Multi-Projector Display Design ..............................................................................14 Ray Tracing from the Ground Up ........................................................................................14 Other Titles of Interest Computational Photography: Methods and Applications....................................................15
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Digital Image Processing and Analysis: Human and Computer Vision Applications with CVIPtools, Second Edition............................................16
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Wavelet Subdivision Methods: GEMS for Rendering Curves and Surfaces ..........................16 Computer Vision: From Surfaces to 3D Objects ..................................................................16 The Science of Imaging: Second Edition ............................................................................16
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The Lastest Books in Computer Graphics from CRC Press
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Computer Graphics, Multimedia, and Visualization
Symbolic Dynamics and Geometry The Art of Image Processing with Java Kenny A. Hunt
Using D* in Graphics and Game Programming Brian Guenter Microsoft Research
Sung-Hee Lee
University of Wisconsin, La Crosse, USA
“… From processing digital images based on light, color, and more, Kenny Hunt gives a complete and comprehensive guide and overview of just what Java can do with plenty of advanced techniques on editing and alterations as well as compression. The Art of Image Processing with Java is a strongly recommended guide for anyone who wants to use the application to its fullest.”
Gwangju Institute of Science and Technology, South Korea
“Featuring a profusely illustrated text, Symbolic Dynamics and Geometry is an especially recommended addition to professional and academic library reference for computer science, computer graphics, and computer game development reference collections.” —Midwest Book Review, July 2010
—Midwest Book Review, January 2011
This introductory image processing text is ideal for readers studying computer science or software engineering. With an emphasis on software design, the text builds an accessible mathematical foundation and presents extensive sample Java code to teach readers the fundamentals of image processing. Rich illustrations demonstrate the results of performing processing on famous art pieces. This approach gives readers real-world examples of ways they may use image processing. Each chapter includes problems and ancillary materials are available online.
This book explains how to use the symbolic differentiation system D* for applications in computer games and engineering simulation. The authors describe how to create procedural 3D geometric models, link them together to form multibody physical systems, and simulate and display their physical behavior in real time. The symbolic differentiation capabilities of D* can be used in a wide variety of technical applications, including computer graphics, engineering, and mechanical simulation. Two Lagrangian physics simulation and procedural 3D geometric modeling are developed in great detail.
Features
Features
• Illustrates how to acquire, archive, and display digital images for specific purposes or applications, including medicine, biology, environmental science, robotics, astronomy, and more • Emphasizes software design
• Explains how to develop procedural 3D geometric models • Describes the process involved in connecting geometric models to form multibody physical systems
• Presents an accessible mathematical foundation
• Explores the simulation and display of the systems’ physical behavior in real time
• Includes numerous illustrations, sample Java code, and homework problems
• Provides theoretical details for extending and improving D* and the geometric modeling and dynamic simulation algorithms
Selected Contents: Introduction. Optics and Human Vision. Digital Images. Digital Images in Java. Point Processing Techniques. Regional Processing Techniques. Geometric Operations. Image Printing and Display. Frequency Domain. Image Compression. Morphological Image Processing. Advanced Programming. Appendices. References. Index. Catalog no. K00509, January 2011, 300 pp. ISBN: 978-1-56881-717-0, $69.00 / £43.99 Also available as an eBook
• Offers example code for download online Selected Contents: TUTORIAL: Symbolic Geometric Modeling. Interactive Mechanism Modeling. PROCEDURAL APPLICATIONS: D* Tutorial. Geometry Functions. Mechanism Functions. Miscellaneous Problems. THEORY: The D* Algorithm. Lagrangian Mechanics. CSG on Procedural Geometry. Appendices. Bibliography. Index. Catalog no. K00508, 2010, 207 pp. ISBN: 978-1-56881-280-9, $49.00 / £31.99 Also available as an eBook
For more information visit www.crcpress.com
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Computer Graphics, Multimedia, and Visualization
Computer Graphics Theory and Practice Jonas Gomes and Luis Velho Institute of Pure and Applied Mathematics (IMPA), Rio de Janeiro, Brazil
Real-Time Shadows
Mario Costa Sousa
Michael Wimmer, Ulf Assarsson, Elmar Eisemann, and Michael Schwartz
University of Calgary, Alberta, Canada
Focusing on conceptual aspects of computer graphics, this book covers the fundamental mathematical models and inherent problems encountered in the implementation of the models. The approach assumes only a fundamental knowledge of calculus and linear algebra. The accompanying CD-ROM contains a book in electronic form that delivers the practice necessary to understand the basic techniques of the implementation of a 3D graphics system. Together, the printed book and electronic portion present a comprehensive view of the theory and practice of computer graphics. Catalog no. K00376, June 2011, 570 pp. ISBN: 978-1-56881-580-0, $89.95 / £56.99
Shadows are crucial for enhancing realism and in recent years, improvement in visual quality and speed for both hard and soft shadows have made high quality real-time shadows a reachable goal. But choosing the right solution is difficult. There is no best approach and algorithms must be selected in accordance to the context in which shadows are produced. Real-Time Shadows discusses which algorithms are best for different scenarios and the pros and cons of each. While offline approaches are covered, the focus is on real-time interactive solutions. Catalog no. K13063, June 2011, c. 300 pp. ISBN: 978-1-56881-438-4, $69.95 / £44.99
Also available as an eBook
Graphics Shaders Fundamentals of Computer Graphics
Theory and Practice
Third Edition
Oregon State University, Corvallis, USA
Peter Shirley, Michael Ashikhmin, and Steve Marschner
Professor Emeritus, California State University Stanislaus, USA
“Fundamentals of Computer Graphics appears in its third updated edition to pack in discussions of the basics of computer graphics for college-level students and programmers. Four new chapters on implicit modeling, color, visualization and computer graphics in games have been added along with extensive revisions and updated new material, making this a ‘must’ for any college-level computer graphics library.”
“Bailey and Cunningham provide a comprehensive, well-written overview of graphics shaders. … Although the book uses the OpenGL Shading Language (GLSL) for its examples, it gives enough theoretical background for readers to learn the fundamentals for any graphics language. … The book also addresses scientific visualization and the GLSL API to call GLSL functions from an OpenGL program. A final chapter offers ideas for using shaders in very entertaining ways. … Highly recommended.”
Mike Bailey Steve Cunningham
—Midwest Book Review, December 2009
—C. Tappert, CHOICE, December 2009
Catalog no. K00408, 2010, 804 pp. ISBN: 978-1-56881-469-8, $99.00 / £63.99 Also available as an eBook
Catalog no. K00420, 2009, 420 pp. ISBN: 978-1-56881-334-9, $79.00 / £49.99 Also available as an eBook
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The Lastest Books in Computer Graphics from CRC Press
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Computer Graphics, Multimedia, and Visualization
Practical Rendering and Computation with Direct3D 11
3D Engine Design for Virtual Globes
Jason Zink, Matt Pettineo, and Jack Hoxley
Patrick Cozzi and Kevin Ring
Microsoft MVP for Direct X
Analytical Graphics, Inc., Exton, Pennsylvania, USA
This book provides readers with practical knowledge of the Direct3D 11 API. The first half of the text introduces the API, examines the main concepts of the rendering pipeline, details the new computation pipeline, and describes the design of systems. With a focus on specific sample topics, the chapters in the second half build on each other to provide a complete picture of API usage. Each chapter includes an introduction, background theory, an implementation design section, and a conclusion.
While virtual globes have achieved widespread popularity, from Google Earth to NASA World Wind, no single book covers the topic of globe rendering. Filling this gap, 3D Engine Design for Virtual Globes presents an in-depth treatment of rendering algorithms utilized by virtual globes. The book illustrates how to accurately render real-world data sets through core rendering algorithms for globes, terrain, imagery, and vector data. Example code, the latest book-related news, and other resources are available on a companion website.
Features • Focuses on high level aspects of DX11 • Provides an in-depth examination of the core concepts involved in the rendering pipeline • Discusses the design of systems to make working with the pipeline more intuitive and easier to manipulate
Features • Draws on the authors’ real-world experiences developing modeling, analysis, and visualization software to provide pragmatic discussions of virtual globe rendering
• Presents a complete picture of API usage
• Covers both fundamental topics such as rendering ellipsoids and terrain representations and more advanced topics such as depth buffer precision and multithreading
• Offers code on the authors’ website
• Offers example code and other resources on the book’s website
Selected Contents: Overview of Direct3D 11. Direct3D 11 Resources. The Rendering Pipeline. The Tessellation Pipeline. The Computation Pipeline. High Level Shading Language. Multithreaded Rendering. Mesh Rendering. Hardware Tessellation. Image Processing. Deferred Rendering. Simulations. Multithreaded Samples. Catalog no. K13207, May 2011 ISBN: 978-1-56881-720-0, $69.95 / £44.99 Also available as an eBook
Selected Contents: Introduction. FUNDAMENTALS: Math Foundations. Renderer Design. Globe Rendering. PRECISION: Vertex Transform Precision. Depth Buffer Precision. VECTOR DATA: Vector Data and Polylines. Polygons. Billboards. Exploiting Parallelism in Resource Preparation. TERRAIN: Terrain Basics. Massive Terrain Rendering. Geometry Clipmapping. Chunked LOD. Appendix. Bibliography. Index. Catalog no. K012936, May 2011, 350 pp. ISBN: 978-1-56881-711-8, $59.95 / £37.99 Also available as an eBook
For more information visit www.crcpress.com
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Computer Graphics, Multimedia, and Visualization
Realistic Image Synthesis Using Photon Mapping Second Edition
Realistic Ray Tracing Second Edition
Henrik Wann Jensen University of California, San Diego, USA
Peter Shirley and R. Keith Morley
Photon mapping can simulate caustics (focused light, like shimmering waves at the bottom of a swimming pool), diffuse interreflections (e.g., the “bleeding” of colored light from a red wall onto a white floor, giving the floor a reddish tint), and participating media (such as clouds or smoke). A practical guide to photon mapping, this book presents the theory and practical insight necessary to implement photon mapping and simulate all types of direct and indirect illumination efficiently.
Concentrating on the “nuts and bolts” of writing ray tracing programs, this new and revised edition emphasizes practical implementation issues and takes readers through all the details needed to write a modern rendering system. Most importantly, this edition adds many C++ code segments as well as new details to provide readers with a better intuitive understanding of ray tracing algorithms.
Catalog no. K00689, 2009, 193 pp., Soft Cover ISBN: 978-1-56881-462-9, $43.00 / £27.99
Catalog no. K00690, 2009, 235 pp., Soft Cover ISBN: 978-1-56881-461-2, $49.00 / £31.99 Also available as an eBook
Also available as an eBook
Essentials of Interactive Computer Graphics Concepts and Implementation Kelvin Sung, Peter Shirley, and Steven Baer
Second Edition Frederic I. Parke and Keith Waters
Called a “winner” by Bookwatch (March 2009), this undergraduatelevel computer graphics text provides readers with conceptual and practical insights into how to approach building a majority of the interactive graphics applications they encounter daily. As each topic is introduced, readers are guided in developing a software library that will support fast prototyping of moderately complex applications using a variety of APIs, including OpenGL and DirectX. Catalog no. K00393, 2009, 568 pp. ISBN: 978-1-56881-257-1, $84.00 / £53.99 Also available as an eBook
Computer Facial Animation
“Professionals and students alike receive in-depth surveys of the latest advancements in the field of facial animation in a top pick.” —California Bookwatch, March 2009
This second edition presents the fundamentals of computer facial animation and emphasizes techniques that are becoming mainstream in the industry. This edition incorporates the development of morphable face models, performance driven animation, as well as increasingly detailed lip-synchronization and hair modeling techniques. Catalog no. K00375, 2009, 454 pp. ISBN: 978-1-56881-448-3, $79.00 / £49.99 Also available as an eBook
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The Lastest Books in Computer Graphics from CRC Press
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Computer Graphics, Multimedia, and Visualization
Displays Fundamentals, Applications, and Outlook Rolf R. Hainich Hainich & Partner, Berlin, Germany
Visual Perception from a Computer Graphics Perspective
Johannes Kepler University Linz, Austria
William Thompson, Roland Fleming, Sarah Creem-Regehr, and Jeanine Kelly Stefanucci
This work provides technical insight into existing and future display technologies and techniques. It clearly explains fundamentals so that readers understand how particular types of displays work. The book presents the basics of wave optics, geometric optics, light modulation, visual perception, and display measures, along with the principles of holography. It covers projection displays, projectorcamera systems, stereoscopic and autostereoscopic displays, computer-generated holography, and near-eye displays. The authors also discuss how real-time computer graphics and computer vision enable the visualization of graphical 2D and 3D content.
This book offers an introduction to human visual perception suitable for readers studying or working in the fields of computer graphics and visualization, cognitive science, and visual neuroscience. It focuses on how computer graphics images are generated, rather than solely on the organization of the visual system itself; therefore, the text provides a more direct tie between image generation and the resulting perceptual phenomena. It covers such topics as the perception of material properties, illumination, the perception of pictorial space, image statistics, perception and action, and spatial cognition.
Catalog no. K13064, June 2011, c. 600 pp. ISBN: 978-1-56881-439-1, $89.95 / £57.99
Catalog no. K07000, April 2011, 540 pp. ISBN: 978-1-56881-465-0, $69.95 / £43.99
Oliver Bimber
Also available as an eBook
Fluid Simulation for Computer Graphics
Real-Time Rendering Third Edition
Robert Bridson
Tomas Akenine-Möller and Eric Haines
Animating fluids such as water, smoke, and fire using physics-based simulation is increasingly important in visual effects, including in such movies as The Day After Tomorrow and in computer games. This book provides a practical introduction to fluid simulation for graphics. The author focuses on animating fully three-dimensional incompressible flow, from understanding the algorithms and mathematics involved and to the actual implementation.
“You’ll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today’s PC games.”
Catalog no. K00400, 2009, 246 pp. ISBN: 978-1-56881-326-4, $59.00 / £37.99 Also available as an eBook
—Logan Decker, PC Gamer Magazine, February 2009
“… This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games.” —Gabe Newell, Founder/Managing Director of Valve, May 2008
Catalog no. K00479, 2009, 1045 pp. ISBN: 978-1-56881-424-7, $89.00 / £56.99 Also available as an eBook
For more information visit www.crcpress.com
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Computer Graphics, Multimedia, and Visualization
3D Graphics for Game Programming
The Magic of Computer Graphics
JungHyun Han
Noriko Kurachi
Korea University, Seoul
“The book is rich in discussion, tutorial, and tricks. This book will find an important place in the library of all those who have a geeklove of pixels.”
“JungHyun Han is a masterful teacher, and nowhere do his teachings come through more clearly than in 3D Graphics for Game Programming. Han presents the essential foundations of graphics programming that every serious game programmer needs in a straightforward no-nonsense style that gets right to the point. I highly recommend this book for anyone who wants to program 3D games.”
—Jon Peddie’s Tech Watch, September 2010
“… tells the story of this new era of computer graphics. Working closely with researchers who helped lead this revolution, Noriko Kurachi describes these key innovations and brings them together as a coherent body of knowledge. Please read this book, practice the techniques, and figure out if they will allow you to create the visions you have in your mind.” —Paul Debevec, pioneer in HDR imaging and image-based modeling
Computer graphics is a vast field that is becoming larger every day. It is impossible to cover every topic of interest, even within a specialization such as CG rendering. For many years, Noriko Kurachi has reported on the latest developments for Japanese readers in her monthly column for CG World. Being something of a pioneer herself, she selected topics that represented original and promising new directions for research. Many of these novel ideas are the topics covered in The Magic of Computer Graphics. Starting from the basic behavior of light, the first section of the book introduces the most useful techniques for global and local illumination using geometric descriptions of an environment. The second section goes on to describe image-based techniques that rely on captured data to do their magic. In the final section, the author looks at the synthesis of these two complementary approaches and what they mean for the future of computer graphics. Catalog no. K00706, March 2011, 448 pp., Soft Cover ISBN: 978-1-56881-577-0, $49.95 / £31.99 Also available as an eBook
—Jesse Schell, CEO of Schell Games and professor of entertainment technology at Carnegie Mellon University
“… The resulting compilation provides broad coverage of the most important topics to graphics programmers. I would expect that anyone who has digested this material would be immediately effective as a member of a game development team.” —Michael Guerrero, Delta3D game engine senior programmer and research associate at the Naval Postgraduate School
This book provides sufficient mathematical background for game developers to combine their previous experience in graphics API and shader programming with the background theory of computer graphics. Well organized, logically presented, and easily accessible, the text takes its organizational format from GPU programming and presents a variety of algorithms for programmable stages along with the knowledge required to configure hard-wired stages. It offers a wealth of elaborate 3D visual presentations and includes additional theoretical and technical details in separate shaded boxes and optional sections. Maintaining API neutrality throughout to maximize applicability, the book gives sample programs to assist in understanding. Full PowerPoint files and additional material, including video clips and lecture notes, are available on the book’s website. Catalog no. K11350, February 2011, 330 pp. ISBN: 978-1-4398-2737-6, $79.95 / £49.99 Also available as an eBook
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The Lastest Books in Computer Graphics from CRC Press
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Computer Graphics, Multimedia, and Visualization
Haptic Rendering
Color Imaging
Foundations, Algorithms, and Applications
Fundamentals and Applications
Edited by
Erik Reinhard, Erum Arif Khan, Ahmet Oguz Akyüz, and Garrett M. Johnson
Ming C. Lin and Miguel A. Otaduy “This book covers all essential technical aspects of haptic rendering. Written by leading authorities in the field, it spans a broad spectrum of topics … a stimulating resource for students, scholars, and professionals … a truly comprehensive and carefully composed collection …”
“Color Imaging is outstanding in the way it brings together information useful to researchers, graduate students, and professionals … . The writing is clear, and the many color illustrations are excellent.” —S.L. Tanimoto, CHOICE, March 2009
—Markus Gross, ETH Zurich
“This is a must-read … an excellent desktop reference for anyone wishing to add touch-enabled interactions to simulated environments.”
“…this book is a pick not just for college-level computer collections, but for advanced photography libraries as well. … An accompanying DVD holds most of the color photos [and] … source code for several algorithms… .” —The Bookwatch, November 2008
—Hong Z. Tan, Purdue University and founding chair of Technical Committee on Haptics
Catalog no. K00423, 2009, 623 pp. ISBN: 978-1-56881-332-5, $69.00 / £43.99
Catalog no. K00366, 2009, 1074 pp. ISBN: 978-1-56881-344-8, $125.00 / £79.99 Also available as an eBook
Also available as an eBook
Graphics & Visualization Principles and Algorithms T. Theoharis, G. Papaioannou, N. Platis, and N.M. Patrikalakis “The authors’ writing style is crisp, direct, and effective, and they start at an appropriate level of introduction for students new to computer graphics. … an excellent text with good coverage of essential topics and advanced treatment in many areas. … For researchers and practitioners outside of computer graphics who are interested in the field (particularly in modeling and rendering), this book provides a fine introduction.” —Russell A. and Holly E. Rushmeier, Computing Now Book Reviews, April 2009
Catalog no. K00419, 2008, 752 pp. ISBN: 978-1-56881-274-8, $79.00 / £49.99
Data Visualization Principles and Practice Alexandru C. Telea Requiring no specialized background, this introductory text focuses on techniques and methods that have broad applicability in visualization. The author also includes a number of less mainstream visualization techniques. Using these methods, the book explores a large variety of applications of data visualizations, illustrates the wide range of problems that can be tackled by such methods, and emphasizes the strong connections between visualization and related disciplines such as imaging and computer graphics. Catalog no. K00380, 2008, 460 pp. ISBN: 978-1-56881-306-6, $69.00 / £43.99 Also available as an eBook
Also available as an eBook
For more information visit www.crcpress.com
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Computer Graphics, Multimedia, and Visualization
GPU Pro Advanced Rendering Techniques Edited by
Wolfgang Engel Confetti Special Effects
“Any professional programmer in the field will find something of interest in this volume. I’m thrilled to see that this collection is in color— it’s about time! A wide range of topics are covered, from global illumination to image processing to mobile devices. I particularly like the fact that the book doesn’t go the scholarly researcher route; the articles are written in a straightforward way to help with implementation of the idea, and code is often provided.” —Eric Haines, February 2010, co-author of Real-Time Rendering
“I recently started reading GPU Pro and it is outstanding! I love the full color and syntax highlighting!” —Patrick Cozzi, Virtual Globe and Terrain Rendering blog, June 2010
Edited by Wolfgang Engel and the same team who made the ShaderX series a success, this volume covers essential tools and techniques for programming the graphics processing unit (GPU). The book covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch.
Features • Presents tips and tricks on how to render real-time special effects and visualize data on common consumer-level hardware platforms, such as PCs, video consoles, and mobile phones • Covers specific challenges involved in creating games on these hardware platforms • Explores the latest developments in the rapidly changing field of real-time rendering • Takes a practical approach that helps graphics programmers solve their daily challenges • Offers example programs with source code Selected Contents: Mathematics. Geometry Manipulation. Rendering Techniques. Global Illumination. Image Space. Handheld Devices. Shadows. 3D Engine Design. Game Postmortems. Beyond Pixels and Triangles. Catalog no. K00417, 2010, 742 pp. ISBN: 978-1-56881-472-8, $79.95 / £49.99 Also available as an eBook
Second Volume Now Available
GPU Pro 2 This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes techniques for handheld programming to reflect the increased importance of graphics on mobile devices. It covers geometry manipulation, effects in image space, shadows, 3D engine design, GPGPU, and graphics-related tools. Selected Contents: Geometry Manipulation. Rendering Techniques. Global Illumination. Shadows. Handheld Devices. 3D Engine Design. GPGPU. Index. Catalog no. K00418, February 2011, 470 pp. ISBN: 978-1-56881-718-7, $69.95 / £49.99 Also available as an eBook
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The Lastest Books in Computer Graphics from CRC Press
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Computer Graphics, Multimedia, and Visualization
Computer Graphics Through OpenGL
Polygon Mesh Processing
From Theory to Experiments
Mario Botsch, Leif Kobbelt, Mark Pauly, Pierre Alliez, and Bruno Levy
Sumanta Guha
“College-level collections strong in engineering and modeling science will find this [book] covers the entire geometry processing pipeline, covering all kinds of models acquired by 3D scanning techniques. The latest techniques using triangle meshes receive powerful, in-depth analysis in a pick for any college-level engineering collection.”
This comprehensive introduction to computer graphics uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL API to program 3D applications. It includes 140 programs with 200 experiments based on them as well as 600 exercises, 100 worked examples, and nearly 600 color illustrations. Source code, installation guides, the book’s figures, and an interactive discussion forum can be found on the author’s website. Ancillary materials are also available.
—Midwest Book Review, January 2011
Geometry processing, or mesh processing, is a fast-growing area of research that uses concepts from applied mathematics, computer science, and engineering to design efficient algorithms for the acquisition, reconstruction, analysis, manipulation, simulation, and transmission of complex 3D models. Applications of geometry processing algorithms already cover a wide range of areas from multimedia, entertainment, and classical computer-aided design to biomedical computing, reverse engineering, and scientific computing. Over the last several years, triangle meshes have become increasingly popular, as irregular triangle meshes have developed into a valuable alternative to traditional spline surfaces. Polygon Mesh Processing discusses the whole geometry processing pipeline based on triangle meshes. The pipeline starts with data input, for example, a model acquired by 3D scanning techniques. This data can then go through processes of error removal, mesh creation, smoothing, conversion, morphing, and more. The authors detail techniques for those processes using triangle meshes. Selected Contents: Surface Representations. Mesh Data Structures. Differential Geometry. Smoothing. Parameterization. Remeshing. Simplification and Approximation. Model Repair. Deformation. Numerics. Catalog no. K00467, January 2011, 250 pp. ISBN: 978-1-56881-426-1, $59.95 / £37.99 Also available as an eBook
Asian Institute of Technology, Thailand
Features • Covers the foundations of 3D computer graphics, including animation, visual techniques, and 3D modeling • Introduces classical and programmable pipelines in OpenGL • Integrates code with the theory to give readers a hands-on appreciation of the subject • Includes 140 programs with 200 experiments based on them • Contains 600 exercises, 100 worked examples, and nearly 600 color illustrations • Requires no previous knowledge of computer graphics • Offers downloadable multiplatform programs in C++ and OpenGL, installation guides, and an interactive discussion forum at www.sumantaguha.com Selected Contents: Hello World. Tricks of the Trade. Movers and Shapers. Geometry for the Home Office. Making Things Up. Lights, Camera, Equation. Pixels, Pixels, Everywhere. Anatomy of Curves and Surfaces. The Projective Advantage. The Time Is Pipe. Appendices. Catalog no. K12068, January 2011, 888 pp. ISBN: 978-1-4398-4620-9, $99.95 / £49.99 Also available as an eBook
For more information visit www.crcpress.com
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Computer Graphics, Multimedia, and Visualization
Processing for Visual Artists
Advanced High Dynamic Range Imaging
How to Create Expressive Images and Interactive Art
Theory and Practice
Andrew Glassner
Francesco Banterle, Alessandro Artusi, Kurt Debattista, and Alan Chalmers
“If you are a visual artist looking to take your work on a new path, Andrew Glassner’s new book is an exciting and incredibly comprehensive guide to using processing to create imagery with computation.”
“This book provides a comprehensive guide to this exciting new area. By providing detailed equations and code, the book gives the reader the tools needed to experiment with new techniques for creating compelling images.”
—Daniel Shiffman, September 2010
Processing for Visual Artists teaches you how to create gorgeous and expressive imagery with the processing graphics language and environment. Processing is for artists, designers, visualization creators, hobbyists, or anyone else looking to create images, animation, and interactive pieces for art, education, science, or business. This practical, hands-on book shows you everything you need to know in a friendly, project-based style designed for visual thinkers. Source code for each chapter is available at CRC Press Online. The projects can serve as a starting point for your own original, creative development and exploration. Walk with veteran author Andrew Glassner on a journey of shared discovery as he uses processing to take each project from inspiration to reality. Step by step see exactly how each piece evolves, including the big and small mistakes he has made along the way, how to fix them, and the times when he changed direction. As your knowledge and skills grow and develop, you will understand why processing is such a powerful tool for self-expression. Processing offers a 21st-century medium for expressing new kinds of ideas and engaging audiences in new ways. This book encourages you to explore new frontiers in images, animations, and interactive experiences. Catalog no. K00683, January 2011, 955 pp., Soft Cover ISBN: 978-1-56881-716-3, $69.95 / £43.99
—From the Foreword by Holly Rushmeier, Yale University, New Haven, Connecticut, USA
Imaging techniques seek to simulate the array of light that reaches our eyes to provide the illusion of sensing scenes directly. Both photography and computer graphics deal with the generation of images. And both disciplines have to cope with the high dynamic range in the energy of visible light that human eyes can sense. Traditionally photography and computer graphics took different approaches to the high dynamic range problem. Work over the last ten years, though, has unified these disciplines and produced powerful new tools for the creation of complex, compelling, and realistic images. Written by a team of leading experts in this area, Advanced High Dynamic Range Imaging provides a practical introduction to the emerging new discipline of high dynamic range imaging that combines photography and computer graphics.
Features • Presents an up-to-date, detailed guide on the theory and practice of high dynamic range imaging • Covers all aspects of the field, from capture to display • Evaluates just how closely the results of high dynamic range processes are able to recreate the real world It • Includes MATLAB® code to enable readers to quickly get started with high dynamic range imaging Catalog no. K00326, February 2011, 278 pp. ISBN: 978-1-56881-719-4, $59.95 / £37.99 Also available as an eBook
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The Lastest Books in Computer Graphics from CRC Press
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Computer Graphics, Multimedia, and Visualization
Interactive Data Visualization Foundations, Techniques, and Applications Matthew O. Ward Worcester Polytechnic Institute, Massachusetts, USA
Ronald Goldman
Georges Grinstein
Rice University, Houston, Texas, USA
University of Massachusetts, Lowell, USA
Daniel Keim University of Konstanz, Steisslingen, Germany
A 2010 CHOICE Outstanding Academic Title “With chapters elaborating on the importance of visualization, understanding the data without it, the relation to the human eyes and mind, what technology has brought in the avenues of displaying and interacting data, no concept is really left untouched. Enhanced with example data, samples, a history of computer graphics, and more, Interactive Data Visualization is a solid text to have on hand for any community or college library collection.” —Midwest Book Review, August 2010
This book covers the full spectrum of the field, including mathematical and analytical aspects. Sample programs are provided as starting points for building one’s own visualization tools. Numerous data sets have been made available that highlight different application areas and allow readers to evaluate the strengths and weaknesses of different visualization methods. Exercises, programming projects, and related readings are given for each chapter. The book concludes with an examination of several existing visualization systems and projections on the future of the field. Selected Contents: Introduction. Data Foundations. Human Perception and Information Processing. Visualization Foundations. Visualization Techniques for Spatial Data. Visualization Techniques for Geospatial Data. Visualization Techniques for Multivariate Data. Visualization Techniques for Trees, Graphs, and Networks. Text and Document Visualization. Interaction Concepts. Interaction Techniques. Designing Effective Visualizations. Comparing and Evaluating Visualization Techniques. Visualization Systems. Research Directions in Visualization. Catalog no. K00427, 2010, 513 pp. ISBN: 978-1-56881-473-5, $89.95 / £56.99 Also available as an eBook
An Integrated Introduction to Computer Graphics and Geometric Modeling “… this book may be the first book on geometric modelling that also covers computer graphics. In addition, it may be the first book on computer graphics that integrates a thorough introduction to ‘freedom’ curves and surfaces and to the mathematical foundations for computer graphics. … the book is well suited for an undergraduate course. … The entire book is very well presented and obviously written by a distinguished and creative researcher and educator. It certainly is a textbook I would recommend. …” —Computer-Aided Design, 42, 2010
“… The author has used his experiences of teaching and research to write a book that will, I am sure, become a valuable reference source for years to come. Each chapter has a number of exercises for further study and many chapters have programming projects which will require further work and implementation in a graphics language.” —International Statistical Review, 2010
“Dr. Goldman has dedicated the past 20 years of his career to teaching and research as a professor of computer science at the University of Waterloo and Rice University. The pedagogical style of this book has been refined during his many years of teaching this material. He is an excellent mentor of students and I am pleased that his reach will be extended through the publication of this book.” —From the Foreword, Thomas W. Sederberg, Brigham Young University, Provo, Utah, USA
Taking a novel, more appealing approach than current texts, this easy-to-read book focuses on standard graphics, modeling, and mathematical methods, including ray tracing, polygon shading, radiosity, fractals, freeform curves and surfaces, vector methods, and transformation techniques. The author begins with fractals first rather than typical line drawing algorithms and also brings back the turtle from obscurity to introduce several major concepts in computer graphics. Catalog no. K10188, 2010, 574 pp. ISBN: 978-1-4398-0334-9, $89.95 / £49.99 Also available as an eBook
For more information visit www.crcpress.com
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Computer Graphics, Multimedia, and Visualization
Ubiquitous Multimedia Computing Edited by
Computational Intelligence in Medical Imaging Techniques and Applications
Qing Li City University of Hong Kong, Kowloon
Edited by
Timothy K. Shih
G. Schaefer
Asia University, Wufeng, Taichung County, Taiwan
With contributions from leading experts, this volume delves into ubi-media computing on three levels: infrastructures, where fundamental technologies are being developed; middleware, where the integration of technologies and software systems continues to be defined; and applications, where its concepts are evolving into realworld products and processes. The book discusses how seamless technologies are changing the way we communicate, learn, and live. It covers new architectures for delivering content, advanced HCI devices that allow simple body gestures to govern complex tasks, and a host of other emerging technologies. Catalog no. C9338, 2010, 404 pp. ISBN: 978-1-4200-9338-4, $92.95 / £58.99
Aston University, Birmingham, UK
A. Hassanien Kuwait University, Safat
J. Jiang University of Bradford, West Yorkshire, UK
“In choosing this book, the reader will be exposed to the range of exciting research that is being conducted in the context of medical imaging. … I am sure that this collection of the latest trends and developments will further stimulate discussion and development of new solutions. The book will be of interest and relevance to anyone involved in the computational analysis and interpretation of images—whether medical or not.” —International Statistical Review, 2009
Catalog no. C6059, 2009, 504 pp. ISBN: 978-1-4200-6059-1, $102.95 / £65.99
Also available as an eBook
Also available as an eBook
Practical Multi-Projector Display Design
Ray Tracing from the Ground Up
Aditi Majumder and Michael S. Brown
Kevin Suffern
“Majumder and Brown have written an excellent book covering all of the fundamental issues that the practitioner or student will need in order to understand multi-projector displays and their applications. The authors strike a good balance between theory and practice throughout the text and include many useful images and diagrams that make the book clear and readable. … a useful introduction to the present state of affairs for students to absorb and enlarge upon in the course of their own research.”
With the increase in computing speed and due to the high quality of the optical effects it achieves, ray tracing is becoming a popular choice for interactive and animated rendering. This book takes readers through the whole process of building a modern ray tracer from scratch in C++. All concepts and processes are explained in detail with the aid of hundreds of diagrams, ray-traced images, and sample code. The text is suitable for computer graphics courses and individual programmers who would like to learn ray tracing.
—Mark Hereld, Argonne National Laboratory
Catalog no. K00470, 2008, 350 pp. ISBN: 978-1-56881-310-3, $69.00 / £43.99
Catalog no. K00474, 2008, 784 pp. ISBN: 978-1-56881-272-4, $89.00 / £56.99 Also available as an eBook
Also available as an eBook
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The Lastest Books in Computer Graphics from CRC Press
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Other Titles of Interest
Computational Photography Methods and Applications
The Image Processing Handbook
Edited by
Sixth Edition
Rastislav Lukac
John C. Russ
Foveon, Inc./Sigma Corp., San Jose, California, USA
North Carolina State University, Raleigh, USA
Computational photography refers broadly to imaging techniques that enhance or extend the capabilities of digital photography. This new and rapidly developing research field has evolved from computer vision, image processing, computer graphics, and applied optics. Elucidating cutting-edge advances and applications in digital imaging, camera image processing, and computational photography, this book provides a strong, fundamental understanding of theory and methods. With a focus on related research challenges, it offers a foundation upon which to build solutions for many of today’s most interesting and challenging computational imaging problems.
This acclaimed handbook explores the tools used to acquire, process, and analyze data contained in images. This sixth edition features new sections on selecting a camera with resolution appropriate for use on light microscopes, the ability of current cameras to capture raw images with high dynamic range, and imaging in more than two dimensions. It also includes a new chapter on shape measurements, a review of new developments in image file searching, and a wide range of new examples and diagrams. Catalog no. K11875, April 2011, c. 885 pp. ISBN: 978-1-4398-4045-0, $169.95 / £108.00
Catalog no. K10907, January 2011, 564 pp. ISBN: 978-1-4398-1749-0, $129.95 / £82.00 Also available as an eBook
Image and Video Processing in the Compressed Domain
Game Engine Gems 2
Jayanta Mukhopadhyay
Eric Lengyel
Indian Institute of Technology, Kharagpur
Terathon Software
Developing concepts from first principles, this book presents the fundamentals, properties, and applications of a variety of image transforms used in image and video compression. It introduces popular image and video compression algorithms, including JPEG2000 and MPEG-2, and elucidates the definitions and properties of various transforms. The author discusses core image and video processing operations, such as filtering, color enhancement, and resizing. He also focuses on other facets of compressed domain analysis, including editing, indexing, steganography, and watermarking. MATLAB® codes are included on a CD-ROM.
Professional game developers, game development and computer science students, and anyone interested in learning how the pros tackle specific problems that arise during game engine development will find useful gems in this collection. The book focuses on a particular technique, describes a clever trick, and offers practical advice on the subject of game engine development. It covers three broad categories: graphics and rendering, game engine design, and systems programming. Demos, source code, examples, specifications, and more can be found on the book’s website.
Catalog no. K11443, March 2011, 280 pp. ISBN: 978-1-4398-2935-6, $79.95 / £49.99
Catalog no. K13208, February 2011, 532 pp. ISBN: 978-1-56881-437-7, $69.95 / £44.99 Also available as an eBook
Also available as an eBook
For more information visit www.crcpress.com
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Other Titles of Interest
Digital Image Processing and Analysis Human and Computer Vision Applications with CVIPtools, Second Edition Scott E. Umbaugh
Wavelet Subdivision Methods GEMS for Rendering Curves and Surfaces Charles Chui Stanford University, California, and University of Missouri, St. Louis, USA
Southern Illinois University, Edwardsville, USA
Johan de Villiers
This new edition of Computer Imaging has been renamed to reflect the field’s rapid growth. More comprehensive and adding color throughout, this edition continues to take the engineering approach that sets it apart from other texts. It combines image processing and analysis into a unified framework, a useful paradigm for human and computer vision applications. The book’s applicationsoriented nature is enhanced by coverage of the CVIP software tools, which are available on the accompanying CD-ROM.
Stellenbosch University, South Africa
Catalog no. K10112, January 2011, 977 pp. ISBN: 978-1-4398-0205-2, $119.95 / £76.99 Also available as an eBook
“This book is the first writing that introduces and incorporates the wavelet component of the bottom-up subdivision scheme. … The book contains a large collection of carefully prepared exercises and can be used both for classroom teaching and for self study. The authors have been in the forefront for advances in wavelets and wavelet subdivision methods and I congratulate them for writing such a comprehensive text.” —From the Foreword by Tom Lyche, University of Oslo, Norway
Catalog no. K10613, January 2011, 479 pp. ISBN: 978-1-4398-1215-0, $69.95 / £44.99 Also available as an eBook
Computer Vision From Surfaces to 3D Objects Edited by
The Science of Imaging Second Edition
Christopher W. Tyler Smith-Kettlewell Eye Research Institute, San Francisco, California, USA
Graham Saxby
This state-of-the-art book introduces mathematical and conceptual advances that offer an unprecedented framework for analyzing the complex scene structure of the world. Leading theorists cover full 3D scene reconstruction, instead of the simplistic 2D planar algorithms employed in the past. They explore cutting-edge research on computational algorithms for scene analysis and present an integrated, complementary treatment of neural, behavioral, mathematical, and computational approaches. The text includes numerous graphics of complex processes, with many in color.
Updated and expanded to keep pace with the digital revolution, the new edition of this critically acclaimed work provides a comprehensive exploration of imaging science. Extensively illustrated, the second edition covers the fundamental laws of physics as well as the cutting-edge techniques defining current and future directions in the field. Starting with the fundamentals of light and basic cameras, the author journeys through television and holography to advanced scientific and medical imaging. He highlights essential formulas while keeping the complex mathematics to a minimum.
Catalog no. K10887, January 2011, 292 pp. ISBN: 978-1-4398-1712-4, $89.95 / £57.99
Catalog no. K10653, January 2011, 352 pp. ISBN: 978-1-4398-1286-0, $69.95 / £36.99
Also available as an eBook
Also available as an eBook
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University of Wolverhampton, UK (retired)
The Lastest Books in Computer Graphics from CRC Press