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Illumination And Color In Computer Generated Imagery

Illumination And Color In Computer Generated Imagery

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Author by : Roy Hall
Languange Used : en
Release Date : 2012-12-06
Publisher by : Springer Science & Business Media

ISBN : 9781461235262

In a very broad sense the historical development of computer graphics can be considered in three phases, each a giant step down the road towards "realistic" computer generated images. The first, during the late 1960's and early 1970's, can perhaps be characterized as the "wire frame" era. Basically pictures were composed of lines. Considerable em phasis was placed on "real time" interactive manipulation of the model. As models became more complex and as raster technology developed, eliminating the hidden lines or hidden surfaces from the image became critical for visual understanding. This requirement resulted in the second phase of computer graphics, the "hidden surface" era, that developed during the 1970's and early 1980's. The names associated with hidden surface algorithms read like a who's who of computer graphics. The cul mination of the hidden surface era and the beginning of the current and third era in computer graphics, the "rendering" era, was Turner Whitted's incorporation of a global illumination model into the ray trac ing algorithm. Now the goal was not just to generate an image, but to generate a realistic appearing image....



Computer Generated Imagery

Computer Generated Imagery

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Author by : Fouad Sabry
Languange Used : en
Release Date : 2022-08-03
Publisher by : One Billion Knowledgeable

ISBN : PKEY:6610000384655

What Is Computer Generated Imagery The use of computer graphics to create or contribute to images in works of art, printed media, video games, simulators, computer animation, and visual effects in motion pictures, television programs, shorts, commercials, and videos is referred to as computer-generated imagery (also abbreviated as CGI). Although the word "CGI" is most generally used to refer to the 3-D computer graphics used for producing characters, scenes, and special effects in films and television, which is defined as "CGI animation," the pictures may be dynamic or static, and they may be two-dimensional (2D). How You Will Benefit (I) Insights, and validations about the following topics: Chapter 1: Computer-generated imagery Chapter 2: Computer animation Chapter 3: Digital art Chapter 4: Autodesk 3ds Max Chapter 5: Visual effects Chapter 6: Scientific visualization Chapter 7: Visualization (graphics) Chapter 8: Non-photorealistic rendering Chapter 9: Real-time computer graphics Chapter 10: Virtual cinematography Chapter 11: 3D rendering Chapter 12: 3D computer graphics Chapter 13: Projection augmented model Chapter 14: Computer graphics (computer science) Chapter 15: Computer graphics Chapter 16: Fractal-generating software Chapter 17: List of 3D computer graphics software Chapter 18: History of computer animation Chapter 19: 3D modeling Chapter 20: Visual computing Chapter 21: Virtual humans (II) Answering the public top questions about computer generated imagery. (III) Real world examples for the usage of computer generated imagery in many fields. (IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of computer generated imagery' technologies. Who This Book Is For Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of computer generated imagery....



Radiosity And Realistic Image Synthesis

Radiosity And Realistic Image Synthesis

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Author by : Michael F. Cohen
Languange Used : en
Release Date : 2012-12-02
Publisher by : Elsevier

ISBN : 9780080515670

The goal of image synthesis is to create, using the computer, a visual experience that is identical to what a viewer would experience when viewing a real environment. Radiosity and Realistic Image Synthesis offers the first comprehensive look at the radiosity method for image synthesis and the tools required to approach this elusive goal. Basic concepts and mathematical fundamentals underlying image synthesis and radiosity algorithms are covered thoroughly. (A basic knowledge of undergraduate calculus is assumed). The algorithms that have been developed to implement the radiosity method ranging from environment subdivision to final display are discussed. Successes and difficulties in implementing and using these algorithms are highlighted. Extensions to the basic radiosity method to include glossy surfaces, fog or smoke, and realistic light sources are also described. There are 16 pages of full colour images and over 100 illustrations to explain the development and show the results of the radiosity method. Results of applications of this new technology from a variety of fields are also included. Michael Cohen has worked in the area of realistic image synthesis since 1983 and was instrumental in the development of the radiosity method. He is currently an assistant professor of computer science at Princeton University. John Wallace is a software engineer at 3D/EYE, Inc., where he is the project leader for the development of Hewlett-Packard's ATRCore radiosity and ray tracing library. A chapter on the basic concepts of image synthesis is contributed by Patrick Hanrahan. He has worked on the topic of image synthesis at Pixar, where he was instrumental in the development of the Renderman software. He has also led research on the hierarchical methods at Princeton University, where he is an associate professor of computer science. All three authors have written numerous articles on radiosity that have appeared in the SIGGAPH proceedings and elsewhere. They have also taught the SIGGRAPH course on radiosity for 5 years. The first comprehensive book written about radiosity Features applications from the fields of computer graphics, architecture, industrial design, and related computer aided design technologies Offers over 100 illustrations and 16 pages of full-color images demonstrating the results of radiosity methods Contains a chapter authored by Pat Hanrahan on the basic concepts of image synthesis and a foreword by Donald Greenberg...



Computer Generated Colour

Computer Generated Colour

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Author by : Richard Jackson
Languange Used : en
Release Date : 1994
Publisher by :

ISBN : UOM:39015032614045

Using a jargon-free style, it offers accessible and practical advice on how to use colour effectively for presentation—both on the computer screen and for output to paper. Contains numerous depictions of pitfalls to avoid, 32 pages of colour illustrations, a slew of practical examples, look-up charts and tables....



Gpu Based Techniques For Global Illumination Effects

Gpu Based Techniques For Global Illumination Effects

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Author by : Laszlo Szirmay-Kalos
Languange Used : en
Release Date : 2022-05-31
Publisher by : Springer Nature

ISBN : 9783031795251

This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography...



Inspired 3d Lighting And Compositing

Inspired 3d Lighting And Compositing

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Author by : David A. Parrish
Languange Used : en
Release Date : 2002
Publisher by :

ISBN : UOM:39015056821559

To survive in today?s competitive 3D computer graphics industry, one must possess the technical and artistic skills necessary to create believable visual effects. Through tutorials, interviews, and industry-proven examples, this book provides a complete breakdown of lighting and compositing a digital image or scene, from the basic concepts of lighting to the advanced and challenging special effects used on some of the most well-known feature films in recent history. This exploration of the day-to-day workings of veterans in the visual effects industry makes Inspired 3D Lighting and Compositing a great tool for anyone looking to break into the field....



Rendering Computer Graphics

Rendering Computer Graphics

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Author by : Fouad Sabry
Languange Used : en
Release Date : 2024-05-14
Publisher by : One Billion Knowledgeable

ISBN : PKEY:6610000569564

What is Rendering Computer Graphics Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, textures, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Rendering (computer graphics) Chapter 2: Global illumination Chapter 3: Ray tracing (graphics) Chapter 4: Scanline rendering Chapter 5: Rasterisation Chapter 6: Ray casting Chapter 7: Volume rendering Chapter 8: Non-photorealistic rendering Chapter 9: Real-time computer graphics Chapter 10: Computer graphics (II) Answering the public top questions about rendering computer graphics. (III) Real world examples for the usage of rendering computer graphics in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Rendering Computer Graphics....



Gpu Based Techniques For Global Illumination Effects

Gpu Based Techniques For Global Illumination Effects

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Author by : László Szirmay-Kalos
Languange Used : en
Release Date : 2008
Publisher by : Morgan & Claypool Publishers

ISBN : 9781598295597

This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography...



Color Graphics In The Service Of Light Source Visualization And Design

Color Graphics In The Service Of Light Source Visualization And Design

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Author by : Lulu Wang
Languange Used : en
Release Date : 2018
Publisher by :

ISBN : OCLC:1392062231

In the world of lighting engineering, one of the most active areas of research and industrial application is in the definition of the color rendering properties of light sources. There is a current international standard, and several new methods have been proposed over the last decade. Ordinary consumers are frequently left with little or no knowledge of how to interpret the numerical data produced by any of these systems. This situation has been exacerbated with the advent of LED light sources with widely differing properties. Certain LEDs yield very different results depending on the particular metric in use. We have designed a color graphical system that allows a user to pick a set of (typically) 16 surface color samples, and to be given a realistic comparison of the colors when illuminated by two different light sources, shown on a side-by-side display on a color monitor. This provides a visual analogy to the computations built into the above-mentioned metrics, all of which are based on comparison techniques. This chapter will provide an insight into the design and operation of our lighting computer graphics visualization system. Mention will also be made of similar systems that may be found in the published literature....



High Dynamic Range Video

High Dynamic Range Video

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Author by : Karol Myszkowski
Languange Used : en
Release Date : 2008
Publisher by : Morgan & Claypool Publishers

ISBN : 9781598292145

As new displays and cameras offer enhanced color capabilities, there is a need to extend the precision of digital content. High Dynamic Range (HDR) imaging encodes images and video with higher than normal 8 bit-per-color-channel precision, enabling representation of the complete color gamut and the full visible range of luminance.However, to realize transition from the traditional to HDRimaging, it is necessary to develop imaging algorithms that work with the high-precision data. To make such algorithms effective and feasible in practice, it is necessary to take advantage of the limitations of the human visual system by aligning the data shortcomings to those of the human eye, thus limiting storage and processing precision. Therefore, human visual perception is the key component of the solutions we discuss in this book....