Books, VayTek's Picks (best of the best) Books, Microscopy & Confocal Microscopy
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Books, VayTek's Picks (best of the best) Books, Microscopy & Confocal Microscopy
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Books, VayTek's Picks (best of the best) Books, Microscopy & Confocal Microscopy
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Hardcover Book&CD-Rom
edition (March 1998) From the Inside Flap , Preface ... Those professionals
who regularly inspect three-dimensional sampled data will benefit
greatly from the concepts presented in this book. This book will
aid students of computer science and engineering who wish to
know the best way to interactively view three-dimensional sampled
data sets. Anyone interested in volume rendering concepts such
as classification, lighting, ray casting, and compositing will
find this book useful. ... we strongly believe that a great part
of the learning process requires hands-on experience. For this
reason, a CD-ROM comes with the book. The CD-ROM includes source
code, executable programs, and data sets to use...This book is
both a course and a resource guide.... Barthold Lichtenbelt (barthold@verinet)
Randy Crane Shaz Naqvi Rendering With Mental Ray (Mental Ray Handbooks Volume 1) by Thomas Driemeyer (Editor) Paperback: 530
pages, July, 2000 Book Description: mental ray(R) is the leading rendering engine for generating photorealistic images, built into many 3D graphics applications. This book, written by the mental ray software project leader, gives a general introduction into rendering with mental ray(R), as well as step-by-step recipes for creating advanced effects, and tips and tricks for professional users. A comprehensive definition of mental ray's scene description language and the standard shader libraries is included and used as the basis for all examples. --This text refers to the Paperback edition. Book Info: A reference manual for Mental Ray, version 2.0 and 2.1. Contains an overview over the features of mental ray and continues with the specifications of the mental ray scene description language and the mental ray shader interface. Reviewer: A reader from Cupertino, California United States: This and volume two are absolute must haves for any CGI professionals using Mental Ray. Very thorough in their explanations and examples these books go to the very heart of the Mental Ray render structure. Both volumes, especially volume two, can be a little bit daunting to the uninitiated at first, but if you really are looking to dig into Mental Ray to get the best quality out of it you can, you must have these books. --This text refers to the Paperback edition. Reviewer: 3dsteve from St. Louis, MO
United States: If you use 3d studio max and intend this book
to really help out in those complex scenes..it wont. This book
is written for people who want to know exactly how light is mathmaticly
computed in mental ray. Half the book is filled with usless equations
that most designers would cringe at. The rendering recipes that
it speaks of are useless and confusing. Im sending it back. --This
text refers to the Paperback edition. Real-Time Rendering
by Tomas Moller, Eric Haines
Hardcover 482
pages 1 edition (June 15, 1999) One would think that the title of Tomas Moller's and Eric
Haines's book, Real-Time Rendering, would be a contradiction
in terms. How can such a computationally intensive process as
rendering computer graphics ever hope to be done on the fly,
in the blink of an eye, without delay--in short, in real time? Reviewer: jkj2000@yahoo.com from Bay
Area: For a long time, I've looked for a book like this. Getting
into graphics programming can be a real pain, because you either
have books that don't discuss the issues involved with any depth
whatsoever, or you wind up with tomes like Foley and VanDam,
which can be overpowering to those not already versed in the
subject. This book does a fine job of bridging the gap, so to
speak. For starters, the authors cover a very wide range of computer
graphics topics, and do so in depth. The writing style is quite
good, which helps a lot. Also, the text's illustrations and color
photos in the middle of the book provide a good counterpoint
to the topics being discussed. For those readers who need a math
review, or who don't know the math to begin with, an appendix
in the back does a good job of going over the important mathematical
points relevant to computer graphics. That said, let me warn
those of you out there who are "true beginners" that
this book assumes you've had at least some previous exposure
to computer graphics. It doesn't have to be that much exposure,
but this text hits the ground running, and it's a good idea to
have another, introductory book on hand to help you out should
you get stuck or lost here. I'd reccomend Hearn and Baker's book-
a personal favorite. Also, those of you hard-core coders out
there may be disappointed to learn that no API specific code
is discussed here, with one or two exceptions. This is a theory
book, period, and it does its job very well. OpenGL(R) Programming
Guide: The Official Guide to Learning OpenGL,
Version 1.2 by Mason Woo, Jackie Neider, Tom Davis, Dave Shreiner,
OpenGL Architecture Review Board
Paperback -
800 pages 3rd edition (August 6, 1999) Advanced
Animation and Rendering Techniques:Theory and Practice by
Alan H. Watt, Mark Watt (Contributor)
Hardcover (November
1992) Ingram : An exposition of state-of-the-art techniques
in rendering and animation. This book provides a unique synthesis
of techniques and theory. Each technique is illustrated with
a series of full-color frames showing the development of the
example. Hank M Bennett from OR USA: A good book but a lot of it was repeated material from Watt's other books. Cuneyt Ozdas from Turkey: This book is the one I learned the fundimentals of the computer graphics from. It covers most of the computer graphics subjects and explains them in a quite easy-to-follow way. If you want to learn computer graphics, this book is a very nice starting point. Most of the chapters do not give the implementation details but in my opinion this is a nice thing since helps the understanding the theory and the concepts. It covers: Parametric modelling, Antialising, Shadows, Mapping, Procedural textures, Ray Tracing, Radiocity, Global Illimunation, Volume rendering, Hierarchic animation, soft body animation and procedural animation subjects.
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