State of the Art in Computer Graphics

State of the Art in Computer Graphics

Author: David F. Rogers

Publisher: Springer Science & Business Media

Published: 1991-06-03

Total Pages: 386

ISBN-13: 9780387975603

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Today one of the hardest parts of computer aided design or analysis is first modeling the design, then recording and verifying it. For example, a typical vehicle such as a tank, automobile, ship or aircraft might be composed of tens of thousands of individual parts. Many of these parts are composed of cylinders, flats, and simple conic curves and surfaces such as are amenable to modeling using a constructive solid geometry (CSG) approach. However, especially with the increasing use of composite materials, many parts are designed using sculp tured surfaces. A marriage of these two techniques in now critical to continued development of computer aided design and analysis. Further, the graphical user interfaces used in most modeling systems are at best barely adequate to the required task. Critical work on these interfaces is required to continue pushing back the frontiers. Similarly, once the design is modeled, how are the varied and diverse pieces stored, retrieved, and modified? How are physical interferences prevented or eliminated? Although considerable progress has been made, there are still more questions and frustrations than answers. One of the fundamental problems of the 1990s is and will continue to be modeling. The second problem is interpretation. With the ever increasing computational power available, our ability to generate data far exceeds our ability to interpret, understand, and utilize that data.


Movies and Methods

Movies and Methods

Author: Bill Nichols

Publisher: Univ of California Press

Published: 1976

Total Pages: 770

ISBN-13: 9780520054097

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VOLUME 2: "Movies and Methods," Volume II, captures the developments that have given history and genre studies imaginative new models and indicates how feminist, structuralist, and psychoanalytic approaches to film have achieved fresh, valuable insights. In his thoughtful introduction, Nichols provides a context for the paradoxes that confront film studies today. He shows how shared methods and approaches continue to stimulate much of the best writing about film, points to common problems most critics and theorists have tried to resolve, and describes the internal contraditions that have restricted the usefulness of post-structuralism. Mini-introductions place each essay in a larger context and suggest its linkages with other essays in the volume. A great variety of approaches and methods characterize film writing today, and the final part conveys their diversity--from statistical style analysis to phenomenology and from gay criticisms to neoformalism. This concluding part also shows how the rigorous use of a broad range of approaches has helped remove post-structuralist criticism from its position of dominance through most of the seventies and early eighties. -- Publisher description.


Screens

Screens

Author: Kate Mondloch

Publisher: U of Minnesota Press

Published: 2010

Total Pages: 155

ISBN-13: 0816665214

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Media screens--film, video, and computer screens--have increasingly pervaded both artistic production and everyday life since the 1960s. Yet the nature of viewing artworks made from these media, along with their subjective effects, remains largely unexplored. Screens addresses this gap, offering a historical and theoretical framework for understanding screen-reliant installation art and the spectatorship it evokes. Examining a range of installations created over the past fifty years that investigate the rich terrain between the sculptural and the cinematic, including works by artists such as Eija-Liisa Ahtila, Doug Aitken, Peter Campus, Dan Graham, VALIE EXPORT, Bruce Nauman, and Michael Snow, Kate Mondloch traces the construction of screen spectatorship in art from the seminal film and video installations of the 1960s and 1970s to the new media artworks of today's digital culture. Mondloch identifies a momentous shift in contemporary art that challenges key premises of spectatorship brought about by technological objects that literally and metaphorically filter the subject's field of vision. As a result she proposes that contemporary viewers are, quite literally, screen subjects and offers the unique critical leverage of art as an alternative way to understand media culture and contemporary visuality.


Virtual Systems and Multimedia

Virtual Systems and Multimedia

Author: Theodor G. Wyeld

Publisher: Springer Science & Business Media

Published: 2008-03-03

Total Pages: 226

ISBN-13: 3540785655

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This book constitutes the thoroughly refereed post-conference proceedings of the 13th International Conference on Virtual Systems and Multimedia, VSMM 2007, held in Brisbane, Australia, in September 2007. The 18 revised full papers presented were carefully reviewed and selected from 97 initial submissions during two rounds of reviewing and improvement. The papers put a special focus on virtual heritage and virtual cultures, virtual environments and virtual experiences, as well as on applied technologies and systems.


The VES Handbook of Visual Effects

The VES Handbook of Visual Effects

Author: Susan Zwerman

Publisher: CRC Press

Published: 2014-07-11

Total Pages: 1138

ISBN-13: 1136136223

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Wisdom from the best and the brightest in the industry, this visual effects bible belongs on the shelf of anyone working in or aspiring to work in VFX. The book covers techniques and solutions all VFX artists/producers/supervisors need to know, from breaking down a script and initial bidding, to digital character creation and compositing of both live-action and CG elements. In-depth lessons on stereoscopic moviemaking, color management and digital intermediates are included, as well as chapters on interactive games and full animation authored by artists from EA and Dreamworks respectively. From predproduction to acquisition to postproduction, every aspect of the VFX production workflow is given prominent coverage. VFX legends such as John Knoll, Mike Fink, and John Erland provide you with invaluable insight and lessons from the set, equipping you with everything you need to know about the entire visual effects workflow. Simply a must-have book for anyone working in or wanting to work in the VFX industry.


Understanding Video Games

Understanding Video Games

Author: Simon Egenfeldt-Nielsen

Publisher: Routledge

Published: 2009-03-23

Total Pages: 407

ISBN-13: 1135868786

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From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider larger questions about the medium: what defines a video game? who plays games? why do we play games? how do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/9780415977210) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.


The Screen Media Reader

The Screen Media Reader

Author: Stephen Monteiro

Publisher: Bloomsbury Publishing USA

Published: 2017-01-12

Total Pages: 489

ISBN-13: 1501311700

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Offers key historical and interpretative texts on the development and role of "the screen" in communications and the social sphere.


Technospaces

Technospaces

Author: Sally Munt

Publisher: A&C Black

Published: 2001-06-20

Total Pages: 274

ISBN-13: 9780826450036

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Science and technology have had a profound effect on the way humans perceive space and time. In this book, an international team of authors explore themes of depth and surface, of real and conceptual space and of human/machine interaction. The collection is organized around the concept of Technospace--the temporal realm where technology meets human practice. In exploring this intersection the contributors initiate debate on a number of important conceptual questions: Is there a clear distinction between the real spaces of the body or the city, and the conceptual space of virtual reality?How are real and metaphorical spaces of electronic cultures quantified and regulated? Is there an ethics of technospace?Historically, the reception of new technologies has been invested with romantic idealism on the one hand and panic on the other. The authors argue that in order for utopian dreams to be tempered by ethical, humanistic needs, we have an urgent need to reveal, reflect upon and evaluate technospace and our relationship to it.


Image and Identity

Image and Identity

Author: R. Bruce Elder

Publisher: Wilfrid Laurier Univ. Press

Published: 2006-01-01

Total Pages: 612

ISBN-13: 1554586771

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What do images of the body, which recent poets and filmmakers have given us, tell us about ourselves, about the way we think and about the culture in which we live? In his new book A Body of Vision, R. Bruce Elder situates contemporary poetic and cinematic body images in their cultural context. Elder examines how recent artists have tried to recognize and to convey primordial forms of experiences. He proposes the daring thesis that in their efforts to do so, artists have resorted to gnostic models of consciousness. He argues that the attempt to convey these primordial modes of awareness demands a different conception of artistic meaning from any of those that currently dominate contemporary critical discussion. By reworking theories and speech in highly original ways, Elder formulates this new conception. The works of Brakhage, Artaud, Schneeman, Cohen and others lie naked under Elder’s razor-sharp dissecting knife and he exposes the essence of their work, cutting deeply into the themes and theses from which the works are derived. His remarks on the gaps in contemporary critical practices will likely become the focus of much debate.


Practical Global Illumination with Irradiance Caching

Practical Global Illumination with Irradiance Caching

Author: Jaroslav Křivánek

Publisher: Morgan & Claypool Publishers

Published: 2009

Total Pages: 149

ISBN-13: 1598296442

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Irradiance caching is a ray tracing-based technique for computing global illumination on diffuse surfaces. Specifically, it addresses the computation of indirect illumination bouncing off one diffuse object onto another. The sole purpose of irradiance caching is to make this computation reasonably fast. The main idea is to perform the indirect illumination sampling only at a selected set of locations in the scene, store the results in a cache, and reuse the cached value at other points through fast interpolation. This book is for anyone interested in making a production-ready implementation of irradiance caching that reliably renders artifact-free images. Since its invention 20 years ago, the irradiance caching algorithm has been successfully used to accelerate global illumination computation in the Radiance lighting simulation system. Its widespread use had to wait until computers became fast enough to consider global illumination in film production rendering. Since then, its use is ubiquitous. Virtually all commercial and open-source rendering software base the global illumination computation upon irradiance caching. Although elegant and powerful, the algorithm in its basic form often fails to produce artifact-free mages. Unfortunately, practical information on implementing the algorithm is scarce. The main objective of this book is to show the irradiance caching algorithm along with all the details and tricks upon which the success of its practical implementation is dependent. In addition, we discuss some extensions of the basic algorithm, such as a GPU implementation for interactive global illumination computation and temporal caching that exploits temporal coherence to suppress flickering in animations. Our goal is to show the material without being overly theoretical. However, the reader should have some basic understanding of rendering concepts, ray tracing in particular. Familiarity with global illumination is useful but not necessary to read this book. Table of Contents: Introduction to Ray Tracing and Global Illumination / Irradiance Caching Core / Practical Rendering with Irradiance Caching / Irradiance Caching in a Complete Global Illumination / Irradiance Caching on Graphics Hardware / Temporal Irradiance Caching