Mukai tomohiko (8 risultati)

- Rilegato
Da: Revaluation Books, Exeter, Regno UnitoRevaluation Books
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 65,99
EUR 11,65 spedizioneSpedito da Regno Unito a U.S.A.Quantità: 2 disponibili
Hardcover. Condizione: Brand New. 250 pages. 9.25x6.10x9.49 inches. In Stock.

- Brossura
Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 58,87
EUR 30,50 spedizioneSpedito da Germania a U.S.A.Quantità: 1 disponibili
Taschenbuch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book equips readers with the fundamentals of 3DCG that support the advanced technologies. The content of this book is divided into four categories: modeling, rendering, character animation, and physical simulation, and each is explained in a separate chapter. In simpler terms, these four technologies can be described as creating shapes, creating images, creating motion, and reproducing the behavior of the natural world. The 'Modeling' chapter describes the theory behind describing the shape of an object using surface meshes and then editing and manipulating them. The chapter 'Rendering' focuses on the calculation of the luminance of an object's surface, and describes methods for calculating global illumination and generating fast images using precomputation to produce realistic images. Physical phenomena such as light scattering, which is necessary to improve realism, are also explained. The 'Character Animation' chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Finally, the chapter on 'Physical Simulation' describes methods to compute the behavior of complex natural phenomena, including not only hard objects but also flowing objects such as water and air. The four topics listed here are the fundamental elements that support 3DCG. The chapters were written by researchers who are active at the forefront of their respective fields. Each of the authors has a remarkable track record and can be said to have led the development of 3DCG technology in Japan with their wealth of experience and knowledge.To understand the mathematical content of this book, basic knowledge of analysis and linear algebra is required. This book is suitable for upper undergraduate and graduate students in computer science, engineering, and other fields in science, and is also useful for practitioners in game production and those who are interested in 3DCG.…

Mathematics and Applications of Computer Graphics
Mitani, Jun; Takayama, Kenshi; Dobashi, Yoshinori; Mukai, Tomohiko; Fujisawa, Makoto
- Rilegato
Da: Books Puddle, New York, NY, U.S.A.Books Puddle
Contatta il venditoreVenditore con 4 stelleCondizione: Nuovo
EUR 102,10
EUR 3,43 spedizioneSpedito in U.S.A.Quantità: 4 disponibili
Condizione: New.

- Rilegato
Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 76,93
EUR 30,50 spedizioneSpedito da Germania a U.S.A.Quantità: 1 disponibili
Buch. Condizione: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book equips readers with the fundamentals of 3DCG that support the advanced technologies. The content of this book is divided into four categories: modeling, rendering, character animation, and physical simulation, and each is explained in a separate chapter. In simpler terms, these four technologies can be described as creating shapes, creating images, creating motion, and reproducing the behavior of the natural world. The 'Modeling' chapter describes the theory behind describing the shape of an object using surface meshes and then editing and manipulating them. The chapter 'Rendering' focuses on the calculation of the luminance of an object's surface, and describes methods for calculating global illumination and generating fast images using precomputation to produce realistic images. Physical phenomena such as light scattering, which is necessary to improve realism, are also explained. The 'Character Animation' chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Finally, the chapter on 'Physical Simulation' describes methods to compute the behavior of complex natural phenomena, including not only hard objects but also flowing objects such as water and air. The four topics listed here are the fundamental elements that support 3DCG. The chapters were written by researchers who are active at the forefront of their respective fields. Each of the authors has a remarkable track record and can be said to have led the development of 3DCG technology in Japan with their wealth of experience and knowledge.To understand the mathematical content of this book, basic knowledge of analysis and linear algebra is required. This book is suitable for upper undergraduate and graduate students in computer science, engineering, and other fields in science, and is also useful for practitioners in game production and those who are interested in 3DCG.…

Mathematics and Applications of Computer Graphics
Mitani, Jun; Takayama, Kenshi; Dobashi, Yoshinori; Mukai, Tomohiko; Fujisawa, Makoto
- Brossura
- Print on Demand
Da: moluna, Greven, Germaniamoluna
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 47,23
EUR 48,99 spedizioneSpedito da Germania a U.S.A.Quantità: Più di 20 disponibili
Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt.

Mathematics and Applications of Computer Graphics
Mitani, Jun; Takayama, Kenshi; Dobashi, Yoshinori; Mukai, Tomohiko; Fujisawa, Makoto
- Rilegato
- Print on Demand
Da: Majestic Books, Hounslow, Regno UnitoMajestic Books
Contatta il venditoreVenditore con 4 stelleCondizione: Nuovo
EUR 101,07
EUR 7,57 spedizioneSpedito da Regno Unito a U.S.A.Quantità: 4 disponibili
Condizione: New. Print on Demand.

- Brossura
- Print on Demand
Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 53,49
EUR 60,00 spedizioneSpedito da Germania a U.S.A.Quantità: 1 disponibili
Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -This book equips readers with the fundamentals of 3DCG that support the advanced technologies. The content of this book is divided into four categories: modeling, rendering, character animation, and physical simulation, and each is explained in a separate chapter. In simpler terms, these four technologies can be described as creating shapes, creating images, creating motion, and reproducing the behavior of the natural world. The 'Modeling' chapter describes the theory behind describing the shape of an object using surface meshes and then editing and manipulating them. The chapter 'Rendering' focuses on the calculation of the luminance of an object's surface, and describes methods for calculating global illumination and generating fast images using precomputation to produce realistic images. Physical phenomena such as light scattering, which is necessary to improve realism, are also explained. The 'Character Animation' chapter introduces the skeleton method, a standard technique in animation production, and describes various animation editing techniques for humanoid character models. Finally, the chapter on 'Physical Simulation' describes methods to compute the behavior of complex natural phenomena, including not only hard objects but also flowing objects such as water and air. The four topics listed here are the fundamental elements that support 3DCG. The chapters were written by researchers who are active at the forefront of their respective fields. Each of the authors has a remarkable track record and can be said to have led the development of 3DCG technology in Japan with their wealth of experience and knowledge.To understand the mathematical content of this book, basic knowledge of analysis and linear algebra is required. This book is suitable for upper undergraduate and graduate students in computer science, engineering, and other fields in science, and is also useful for practitioners in game production and those who are interested in 3DCG.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 208 pp. Englisch.…

Mathematics and Applications of Computer Graphics
Mitani, Jun; Takayama, Kenshi; Dobashi, Yoshinori; Mukai, Tomohiko; Fujisawa, Makoto
- Rilegato
- Print on Demand
Da: Biblios, frankfurt am main, HESSE, GermaniaBiblios
Contatta il venditoreVenditore con 4 stelleCondizione: Nuovo
EUR 103,60
EUR 9,95 spedizioneSpedito da Germania a U.S.A.Quantità: 4 disponibili
Condizione: New. PRINT ON DEMAND.