Real-Time Volume Graphics

Author:   Klaus Engel ,  Markus Hadwiger ,  Joe Kniss ,  Christof Rezk-Salama
Publisher:   Taylor & Francis Ltd
ISBN:  

9780367659424


Pages:   515
Publication Date:   30 September 2020
Format:   Paperback
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

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Real-Time Volume Graphics


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Overview

Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagrams, and rendered graphics.

Full Product Details

Author:   Klaus Engel ,  Markus Hadwiger ,  Joe Kniss ,  Christof Rezk-Salama
Publisher:   Taylor & Francis Ltd
Imprint:   CRC Press
Weight:   0.900kg
ISBN:  

9780367659424


ISBN 10:   0367659425
Pages:   515
Publication Date:   30 September 2020
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   In Print   Availability explained
This item will be ordered in for you from one of our suppliers. Upon receipt, we will promptly dispatch it out to you. For in store availability, please contact us.

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Reviews

""Any developer who would work with volume graphics needs this basic text, which provides an introduction to texture-based volume rendering methods, techniques, and optimization routines. Even code examples are included within the examples and technical discussions of generating images from 3D scalar data. It's an advanced computer and game developer's primer important for any comprehensive collection."" -Califonia Bookwatch: The Computer Shelf, The Midwest Book Review, November 2006


Any developer who would work with volume graphics needs this basic text, which provides an introduction to texture-based volume rendering methods, techniques, and optimization routines. Even code examples are included within the examples and technical discussions of generating images from 3D scalar data. It's an advanced computer and game developer's primer important for any comprehensive collection. -Califonia Bookwatch: The Computer Shelf, The Midwest Book Review, November 2006


Author Information

Klaus Engel, Markus Hadwiger, Joe Kniss, Christof Rezk-Salama, Daniel Weiskopf

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