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NURBS (Non-uniform Rational B-Splines) are the computer graphics industry standard for curve and surface description. They are now incorporated into all standard computer-aided design and drafting programs (for instance, Autocad). They are also extensively used in all aspects of computer graphics including much of the modeling used for special effects in film and animation, consumer products, robot control, and automobile and aircraft design. So, the topic is particularly important at this time because NURBS are really at the peak of interest as applied to computer graphics and CAD of all kind.
Until recently B-spline curves and surfaces (NURBS) were principally of interest to the computer aided design community, where they have become the standard for curve and surface description. Today we are seeing expanded use of NURBS in modeling objects for the visual arts, including the film and entertainment industries, art, and sculpture. NURBS are now also being used for modeling scenes for virtual reality applications. These applications are expected to increase. Consequently, it is quite appropriate for The.N'URBS Book to be part of the Monographs in Visual Communication Series. B-spline curves and surfaces have been an enduring element throughout my pro fessional life. The first edition of Mathematical Elements for Computer Graphics, published in 1972, was the first computer aided design/interactive computer graph ics textbook to contain material on B-splines. That material was obtained through the good graces of Bill Gordon and Louie Knapp while they were at Syracuse University. A paper of mine, presented during the Summer of 1977 at a Society of Naval Architects and Marine Engineers meeting on computer aided ship surface design, was arguably the first to examine the use of B-spline curves for ship design. For many, B-splines, rational B-splines, and NURBS have been a bit mysterious.
Putting the G into CAGD, the authors provide a much-needed practical and basic introduction to computer-aided geometric design. This book will help readers understand and use the elements of computer-aided geometric design, curves and surfaces, without the mathematical baggage that is necessary only for more advanced work. Though only minimal backg
The author traces the history and theory of visual culture asking how and why visual media have become so central to contemporary everyday life. He explores a wide range of visual forms, including painting, sculpture, photography, television, cinema, virtual reality, and the Internet while addressing the subjects of race, ethnicity, gender, sexuality, the body, and the international media event that followed the death of Princess Diana.
The papers in this volume were selected for presentation at the 15th International Meshing Roundtable, held September 17–20, 2006 in Birmingham, Alabama, U.S.A.. The conference was started by Sandia National Laboratories in 1992 as a small meeting of organizations striving to establish a common focus for research and development in the field of mesh generation. Now after 15 consecutive years, the International Meshing Roundtable has become recognized as an international focal point annually attended by researchers and developers from dozens of countries around the world. The 15th International Meshing Roundtable consists of technical presentations from contributed papers, keynote and invited talks, short course presentations, and a poster session and competition. The Program Committee would like to express its appreciation to all who participate to make the IMR a successful and enriching experience. The papers in these proceedings were selected from among 42 submissions by the Program Committee. Based on input from peer reviews, the committee selected these papers for their perceived quality, originality, and appropriateness to the theme of the International Meshing Roundtable. The Program Committee would like to thank all who submitted papers. We would also like to thank the colleagues who provided reviews of the submitted papers. The names of the reviewers are acknowledged in the following pages. As Program Chair, I would like to extend special thanks to the Program Committee and to the Conference Coordinators for their time and effort to make the 15th IMR another outstanding conference.
Boundary representation is the principal solid modelling method used in modern CAD/CAM systems. There have been a long series of developments on which currently available systems are based, full details of which are only partially known. Ian Stroud’s thorough coverage of these developments puts this technology in perspective and provides the most complete presentation of boundary representation solid modelling yet published.
This is a concise and informal introductory book on the mathematical concepts that underpin computer graphics. The author, John Vince, makes the concepts easy to understand, enabling non-experts to come to terms with computer animation work. The book complements the author's other works and is written in the same accessible and easy-to-read style. It is also a useful reference book for programmers working in the field of computer graphics, virtual reality, computer animation, as well as students on digital media courses, and even mathematics courses.
Professional modeling is the foundation of every aspect of the 3D production pipeline and is essential to the success of any 3D computer graphics project. [digital] Modeling is unlike any other modeling book you’ve seen—it gets to the core of what it takes to create efficient production-ready models and demystifies the process of producing realistic and jaw-dropping graphics. Taking a software-neutral approach, it teaches you the essential skills and concepts that you can apply to modeling in any industry 3D software, such as 3ds Max, LightWave 3D, Maya, Modo, Silo, XSI, ZBrush and other leading programs. Modelers, animators, texture artists, and technical directors can all benefit from the valuable information covered in this jam-packed guide containing years of industry knowledge. Simply put, if you work in 3D, you must have this book. In this inspiring and informative guide to modeling, industry veteran William Vaughan teaches you how to: Master modeling techniques to produce professional results in any 3D application Use the tools of a professional digital modeler Control your models polygon-count as well as polygon-flow Create both organic and hard surface models Understand a modeler’s role in a production environment Gain the knowledge to land a job in the industry as a digital modeler Model using specific tools such as LightWave and 3ds Max in over 6 hours of video training in the accompanying downloadable lesson files (see below for details) And much more! All of Peachpit's eBooks contain the same content as the print edition. You will find a link in the last few pages of your eBook that directs you to the media files. Helpful tips: If you are able to search the book, search for "Where are the lesson files?" Go to the very last page of the book and scroll backwards. You will need a web-enabled device or computer in order to access the media files that accompany this ebook. Entering the URL supplied into a computer with web access will allow you to get to the files. Depending on your device, it is possible that your display settings will cut off part of the URL. To make sure this is not the case, try reducing your font size and turning your device to a landscape view. This should cause the full URL to appear.
This book constitutes the refereed proceedings of the 4th Mexican Conference on Pattern Recognition, MCPR 2012, held in Huatulco, Mexico, in June 2012. The 31 revised full papers and 3 keynotes presented were carefully reviewed and selected from 64 submissions and are organized in topical sections on image processing; computer vision and image recognition; pattern recognition and neural networks; and document processing and speech recognition.
Written as an introduction for undergraduate students, this textbook covers the most important methods in digital image processing. Formal and mathematical aspects are discussed at a fundamental level and various practical examples and exercises supplement the text. The book uses the image processing environment ImageJ, freely distributed by the National Institute of Health. A comprehensive website supports the book, and contains full source code for all examples in the book, a question and answer forum, slides for instructors, etc. Digital Image Processing in Java is the definitive textbook for computer science students studying image processing and digital processing.