Laszlo szirmay kalos (21 risultati)

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Condizione: New. 1st edition NO-PA16APR2015-KAP.

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Da: California Books, Miami, FL, U.S.A.California Books
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Lingua: Inglese
Editore: VDM Verlag Dr. Müller|VDM Verlag Dr. Müller e.K., 2013
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Da: moluna, Greven, Germaniamoluna
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Condizione: New. This book discusses Monte Carlo algorithms and their application to solve the global illumination rendering problem of computer graphics. Mathematically, photo-realistic rendering is equivalent to the solution of an integral equation that can be successfull.

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Da: preigu, Osnabrück, Germaniapreigu
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Taschenbuch. Condizione: Neu. GPU-Based Techniques for Global Illumination Effects | Laszlo Szirmay-Kalos (u. a.) | Taschenbuch | Synthesis Lectures on Visual Computing: Computer Graphics, Animation, Computational Photography and Imaging | xxv | Englisch | 2008 | Springer | EAN 9783031795244 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.…

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Da: preigu, Osnabrück, Germaniapreigu
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Taschenbuch. Condizione: Neu. Monte Carlo Methods in Global Illumination | Photo-realistic Rendering with Randomization | László Szirmay-Kalos | Taschenbuch | Kartoniert / Broschiert | Englisch | 2013 | VDM Verlag Dr. Müller | EAN 9783836479196 | Verantwortliche Person für die EU: OmniScriptum GmbH & Co. KG, Bahnhofstr. 28, 66111 Saarbrücken, info[at]akademikerverlag[dot]de | Anbieter: preigu.…
CESCG 2000 - 2005 Best Papers Selection. Best Papers from the 4th, 5th, 6th, 7th, 8th and 0th Central European Seminar on Computer Graphics for Students.
Wimmer, Michael, Andrej Ferko László Szirmay-Kalos (Hrsg.) a. o.;
Lingua: Inglese
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Da: COTTAGE Antiquariat - anbu.at, Langenzersdorf, AustriaCOTTAGE Antiquariat - anbu.at
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Aggiungi al carrelloGr.-8° Original - Broschur. (=books@ocg.at, Band 204). 279 S., mit zahlreichen Abb. Exemplar mit nur minimalen Lagerspuren. Tadelloser Zustand. ****An unsere Kunden in Deutschland: Versand nach Deutschland einmal in der Woche ab Freilassing mit der Deutschen Post.*** - Sprache: Englisch Gewicht in Gramm: 550.…

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Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.
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Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 304 pp. Englisch.…

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Da: Majestic Books, Hounslow, Regno UnitoMajestic Books
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Da: Biblios, frankfurt am main, HESSE, GermaniaBiblios
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Lingua: Inglese
Editore: Springer, Berlin|Springer International Publishing|Morgan & Claypool|Springer, 2008
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Da: moluna, Greven, Germaniamoluna
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Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. 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 sc. …

Lingua: Inglese
Editore: VDM Verlag Dr. Müller, VDM Verlag Dr. Müller E.K., 2008
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Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH
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Taschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - This book discusses Monte Carlo algorithms and their application to solve the global illumination rendering problem of computer graphics. Mathematically, photo-realistic rendering is equivalent to the solution of an integral equation that can be successfully attacked by Monte Carlo integration techniques.The book first discusses the theory of light-surface interaction and the equations that describe materials and the transfer of the illumination. We examine Monte Carlo and quasi-Monte Carlo approaches, which can be used to solve these equations. A considerable space is devoted to variance reduction techniques, including importance sampling, correlated sampling, the Metropolis method, weighted importance sampling, etc. Then the book presents random walk algorithms, like path tracing, light tracing, bi-directional path tracing, photon mapping, instant radiosity, Metropolis light transport, etc. Stochastic iterative techniques are also surveyed. Finally, implementation details are shortly addressed taking the example of path tracing.; This book discusses Monte Carlo algorithms and their application to solve the global illumination rendering problem of computer graphics. Mathematically, photo-realistic rendering is equivalent to the solution of an integral equation that can be successfully attacked by Monte Carlo integration techniques.The book first discusses the theory of light-surface interaction and the equations that describe materials and the transfer of the illumination. We examine Monte Carlo and quasi-Monte Carlo approaches, which can be used to solve these equations. A considerable space is devoted to variance reduction techniques, including importance sampling, correlated sampling, the Metropolis method, weighted importance sampling, etc. Then the book presents random walk algorithms, like path tracing, light tracing, bi-directional path tracing, photon mapping, instant radiosity, Metropolis light transport, etc. Stochastic iterative techniques are also surveyed. Finally, implementation details are shortly addressed taking the example of path tracing.…

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Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000
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Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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 / BibliographySpringer-Verlag KG, Sachsenplatz 4-6, 1201 Wien 304 pp. Englisch.…