Shadow Algorithms Data Miner
Andrew Woo, Pierre Poulinقیمت نهایی
۴۹٬۰۰۰ تومان
نسخه اصلی و اورجینال
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تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی
مشخصات کتاب
- نویسنده
- Andrew Woo, Pierre Poulin
- سال انتشار
- ۲۰۱۲
- فرمت
- زبان
- انگلیسی
- حجم فایل
- ۴٫۳ مگابایت
دربارهٔ کتاب
Shadow Algorithms Data Miner Provides A High-level Understanding Of The Complete Set Of Shadow Concepts And Algorithms, Addressing Their Usefulness From A Larger Graphics System Perspective. It Discusses The Applicability And Limitations Of All The Direct Illumination Approaches For Shadow Generation. With An Emphasis On Shadow Fundamentals, The Book Gives An Organized Picture Of The Motivations, Complexities, And Categorized Algorithms Available To Generate Digital Shadows. It Helps Readers Select The Most Relevant Algorithms For Their Needs By Placing The Shadow Algorithms In Real-world Contexts And Looking At Them From A Larger Graphics System Perspective. As A Result, Readers Know Where To Start For Their Application Needs, Which Algorithms To Begin Considering, And Which Papers And Supplemental Material Should Be Consulted For Further Details. Contents 1. Preliminaries of Shadows 1.1 What’s Covered in This Chapter 1.2 Basic Concepts 1.2.1 Why Shadows Perceptual Impact of Shadows 1.2.2 Hard Shadows versus Soft Shadows Hard Shadows Soft Shadows 1.2.3 Colored Shadows 1.3 Shadow Algorithms: Basic Ideas and Properties 1.3.1 Planar Receivers of Shadows 1.3.2 Shadow Depth Map 1.3.3 Shadow Volumes 1.3.4 Ray Tracing 1.3.5 Area Subdivision and Preprocessing 1.4 Self-Shadowing 1.4.1 Nˆ * Lˆ Check Specular Cutoff Terminator Problem 1.4.2 Bump Mapping 1.4.3 Advanced Reflection Models 1.5 Considerations for Choosing an Algorithm 2. Hard Shadows 2.1 What’s Covered in This Chapter 2.2 Planar Receivers of Shadows 2.3 Shadow Depth Maps 2.3.1 Dealing with Different Light Types 2.3.2 Performance Considerations 2.3.3 Quality Considerations 2.3.4 Avoiding Bad Self-Shadowing Problems 2.3.5 Filtering Considerations 2.3.6 Combining Self-Shadowing and Filtering 2.3.7 Focusing the Resolution 2.4 Shadow Volumes 2.4.1 Shadow Volumes on the CPU 2.4.2 Shadow Volumes on the GPU 2.4.3 Reducing the Complexity 2.4.4 Shadow Volumes Integrating BSP Trees 2.5 Ray Tracing 2.5.1 Shadow Culling Algorithms 2.5.2 Combining Ray Packing and Modern Architectures 2.5.3 Dealing with Many Lights 2.5.4 Antialiased Shadows 2.6 Other Hard Shadow Algorithms 2.7 Trends and Analysis 2.7.1 Offline Rendering Trends 2.7.2 Real-Time Rendering Trends 2.7.3 General Comments 3. Supporting Shadows for Other Geometry Types 3.1 What’s Covered in This Chapter 3.2 Higher-Order Surfaces 3.2.1 Numerical Iteration 3.2.2 Polygonization 3.2.3 Shadow Volumes 3.2.4 Trends and Analysis 3.3 Image-Based Rendering for Impostors 3.3.1 Trees 3.3.2 Crowds 3.3.3 Trends and Analysis 3.4 Geometry Images 3.4.1 Trends and Analysis 3.5 Particle Systems 3.6 Point Clouds 3.6.1 Shadow Depth Map 3.6.2 Ray Tracing 3.6.3 Other Miscellaneous Techniques 3.6.4 Trends and Analysis 3.7 Voxels 3.7.1 Splatting 3.7.2 Shear-Warp 3.7.3 Slice-Based HardwareTextures 3.7.4 Ray Tracing 3.7.5 Shadow Depth Map 3.7.6 Trends and Analysis 3.8 Heightfields 3.8.1 Ray Tracing 3.8.2 Horizon Mapping 3.8.3 Trends and Analysis 3.9 Final Words 4. Soft Shadows 4.1 What’s Covered in This Chapter 4.2 Soft Shadow Basics 4.2.1 Computing the Soft Shadow Integral 4.2.2 Generic Algorithmic Approaches 4.3 Theoretical Aspects 4.3.1 Discontinuity Events 4.4 Planar Receivers of Shadows 4.4.1 Soft Shadow Textures 4.4.2 Plateau Shadows 4.4.3 Convolution Textures 4.5 Shadow Depth Maps 4.5.1 Z-Difference Penumbra Approximation 4.5.2 Depth Values as Micropatches 4.5.3 Silhouette Detection-Based Solutions 4.5.4 Multipoint Source Shadow Depth Map Algorithms 4.5.5 Rendering Large Scenes 4.5.6 Other Shadow Depth Map Variations 4.6 Shadow Volumes 4.6.1 Multipoint Shadow Volumes 4.6.2 Shadow Volume BSP (SVBSP) 4.6.3 Penumbra Wedges 4.7 Ray Tracing 4.7.1 Distribution Ray Tracing 4.7.2 Structures for Exact Back-Projection 4.7.3 Single-Ray Analytic Solution 4.7.4 Ray Tracing Depth Images 4.8 Other Soft Shadow Algorithms 4.9 Trends and Analysis 4.9.1 Offline Rendering Trends 4.9.2 Real-Time Rendering Trends 4.9.3 General Comments 5. Other Treatments of Shadows 5.1 What’s Covered in This Chapter 5.2 Bump Mapping 5.2.1 Advanced Bump Mapping Effects 5.2.2 Trends and Analysis 5.3 Advanced Reflection Models 5.3.1 Trends and Analysis 5.4 Semitransparent Surfaces 5.4.1 Ray Tracing 5.4.2 Shadow Maps 5.4.3 Shadow Volumes 5.4.4 Trends and Analysis 5.5 Highly Complex Thin Materials 5.5.1 Trends and Analysis 5.6 Atmospheric Shadows 5.6.1 Shadow Volumes 5.6.2 Shadow Depth Maps 5.6.3 Global Illumination 5.6.4 Trends and Analysis 5.7 Motion Blur 5.7.1 Trends and Analysis 5.8 Ambient Occlusion 5.8.1 Related Concepts 5.8.2 Representation 5.8.3 Object-Space Methods 5.8.4 Screen-Space Methods 5.8.5 Animation 5.8.6 Trends and Analysis 5.9 Precomputed RadianceTransfer 5.9.1 Trends and Analysis 5.10 Global Illumination 5.10.1 Radiosity 5.10.2 Virtual Point Lights 5.10.3 Monte Carlo Ray Tracing 5.10.4 Trends and Analysis 5.11 Final Words 6. Applications of Shadow Algorithms 6.1 What’s Covered in This Chapter 6.2 Augmented Reality 6.2.1 Augmented Reality Assuming Direct Illumination 6.2.2 Augmented Reality for Global Illumination 6.2.3 Model Reconstruction Techniques 6.2.4 Trends and Analysis 6.3 Non-photorealistic Environments 6.3.1 Pen and Ink 6.3.2 Technical Illustration 6.3.3 Cartoon Rendering 6.3.4 Trends and Analysis 6.4 Shadows as Interaction Tools 6.4.1 Trends and Analysis 6.5 Final Words 7. Conclusions Bibliography "Digital shadow generation continues to be an important aspect of visualization and visual effects in film, games, simulations, and scientific applications. This resource offers a thorough picture of the motivations, complexities, and categorized algorithms available to generate digital shadows. From general fundamentals to specific applications, it addresses "out of core" shadow algorithms and how to manage huge data sets from a shadow perspective. The book also examines the use of shadow algorithms in industrial applications, in terms of what algorithms are used and what software is applicable."-- Provided by publisher
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