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Computer Graphics and Virtual Environments: From Realism to Real-time
 
 

Computer Graphics and Virtual Environments: From Realism to Real-time (Hardcover)

by Prof Mel Slater (Author), Dr Yiorgos Chrysanthou (Author), Dr Anthony Steed (Author)
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Product details

  • Hardcover: 570 pages
  • Publisher: Addison Wesley (31 Oct 2001)
  • Language English
  • ISBN-10: 0201624206
  • ISBN-13: 978-0201624205
  • Product Dimensions: 23.8 x 19.2 x 3.2 cm
  • Average Customer Review: 4.0 out of 5 stars See all reviews (1 customer review)
  • Amazon.co.uk Sales Rank: 659,978 in Books (See Bestsellers in Books)

    Popular in this category:

    #68 in  Books > Computing & Internet > Web Development > Web Design > Virtual Reality
  • See Complete Table of Contents

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Product Description

Product Description
This book provides a clear tutorial guide to essential concepts in computer graphics, including state-of-the-art techniques and novel applications such as virtual reality and other forms of 3D interaction. Providing a rich source of examples with which to experiment, and encouraging the development of programming skills, this book is ideal for anyone interested in the study of computer graphics.

From the Back Cover
Shelving category- Computer Graphics
Computer Graphics and Virtual Environments
From Realism to Real-Time
Mel Slater, Anthony Steed, Yiorgos Chrysanthou
Real-time virtual environments (VEs) are playing a fundamental part in the communications revolution. We can already watch news presented by virtual newscasters and play first-person 3D graphically based games with other players distributed around the world. Computer graphics is driving the technology for VEs, but the need for real-time is in conflict with the quest for increasing realism.

This book shows how a real-time graphics system can be built using a "top down" approach to enhance understanding. It begins with high-level descriptions of perceptual and lighting issues relating to VEs, but quickly becomes more practical, showing how ray tracing can be used to produce high-quality images. Relaxing the assumptions of ray tracing, chapter by chapter, produces a system for generating 3D images in real-time or, in other words, the rendering pipeline of a graphics system.The book is intended for undergraduates or postgraduates studying computer graphics or the visual aspects of VEs. It aims to give students practical knowledge of the fundamentals of the graphics rendering pipeline, modern techniques to maximize the frame rate, and some in-depth information about rendering photorealistic images, motivating the discussion with a focus on VEs.
Mel Slater is Professor of Virtual Environments in the Department of Computer Science at University College London. He has been Visiting Professor at University of California Berkeley and Visiting Scientist at the MIT Research Laboratory for Electronics. He is a Senior Editor of the journal Presence- Teleoperators and Virtual Environments, author of Computer Graphics- Systems and Concepts (Addison-Wesley 1987) with Rod Salmon, and co-author of Distributed Window Systems (Addison-Wesley 1992). He is currently EPSRC Senior Research Fellow studying the light field approach to computer graphics.
Anthony Steed is Lecturer (Assistant Professor) in Virtual Environments in the Department of Computer Science at University College London. His main research interests are in immersive virtual environments, support for scalability in distributed virtual reality systems and collaboration between participants in virtual space.
Yiorgos Chrysanthou is a Lecturer (Assistant Professor) in the Department of Computer Science at University College London. His teaching is on computer graphics and virtual environments and his research interests include real-time rendering, cloth modeling, simulation and computational geometry.

Key features
· emphasizes 3D graphics, while covering some fundamentals of 2D graphics
· explains why virtual reality works from a perceptual point of view
· the top-down approach motivates readers and enhances understanding
· provides sufficient detail to enable readers to implement the techniques described
· "how to do it" examples in VRML and OpenGL


Inside This Book (Learn More)
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Front Cover | Copyright | Table of Contents | Excerpt | Index | Back Cover
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1 of 1 people found the following review helpful:
4.0 out of 5 stars Another good graphics book from AWL, 7 Jan 2002
By A Customer
This is yet another book in Addison-Wesley's stable of good material on graphics: it doesn't have the scope and depth of, say, Foley & van Dam, but has one potential advantage and one interesting twist. For the first, the code samples are presented using both OpenGL and VRML - while, obviously, the book is no tutorial on either of these topics, this does make it a lot less hassle for the lazy reader to grab and use fragments of algorithms. As for the second, virtually every other graphics book starts from the basics (draw a line, intersect a line and a plane) and builds up to topics such as ray tracing: this book, on the other hand, takes a top-down approach, starting with a summary of how vision works, stepping quickly to models of light and thence splitting into radiance and ray tracing based systems; after that the authors delve into the lower level topics as required by the different methods. (Actually, this isn't totally true of the book as a whole - about two thirds of the way through, it starts hopping up and down levels a bit as the subject material changes.) I'm not sure if this is a good thing or bad, but it certainly is a help to look at the problem from both directions.
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