The History of Visual Magic in Computers

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 1447149327
Total Pages : 485 pages
Book Rating : 4.4/5 (471 download)

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Book Synopsis The History of Visual Magic in Computers by : Jon Peddie

Download or read book The History of Visual Magic in Computers written by Jon Peddie and published by Springer Science & Business Media. This book was released on 2013-06-13 with total page 485 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.

The History of the GPU - Steps to Invention

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Author :
Publisher : Springer Nature
ISBN 13 : 3031109686
Total Pages : 424 pages
Book Rating : 4.0/5 (311 download)

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Book Synopsis The History of the GPU - Steps to Invention by : Jon Peddie

Download or read book The History of the GPU - Steps to Invention written by Jon Peddie and published by Springer Nature. This book was released on 2023-01-01 with total page 424 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of the atmosphere. A GPU has an integrated transform and lighting engine, but these were not available until the end of the 1990s. Heroic and historic companies expanded the development and capabilities of the graphics controller in pursuit of the ultimate device, a fully integrated self-contained GPU. Fifteen companies worked on building the first fully integrated GPU, some succeeded in the console, and Northbridge segments, and Nvidia was the first to offer a fully integrated GPU for the PC. Today the GPU can be found in every platform that involves a computer and a user interface.

The History of the GPU - Eras and Environment

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Publisher : Springer Nature
ISBN 13 : 3031135814
Total Pages : 355 pages
Book Rating : 4.0/5 (311 download)

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Book Synopsis The History of the GPU - Eras and Environment by : Jon Peddie

Download or read book The History of the GPU - Eras and Environment written by Jon Peddie and published by Springer Nature. This book was released on 2023-01-01 with total page 355 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the second book in a three-part series that traces the development of the GPU, which is defined as a single chip with an integrated transform and lighting (T&L) capability. This feature previously was found in workstations as a stand-alone chip that only performed geometry functions. Enabled by Moore’s law, the first era of GPUs began in the late 1990s. Silicon Graphics (SGI) introduced T&L first in 1996 with the Nintendo 64 chipset with integrated T&L but didn’t follow through. ArtX developed a chipset with integrated T&L but didn’t bring it to market until November 1999. The need to integrate the transform and lighting functions in the graphics controller was well understood and strongly desired by dozens of companies. Nvidia was the first to produce a PC consumer level single chip with T&L in October 1999. All in all, fifteen companies came close, they had designs and experience, but one thing or another got in their way to prevent them succeeding. All the forces and technology were converging; the GPU was ready to emerge. Several of the companies involved did produce an integrated GPU, but not until early 2000. This is the account of those companies, the GPU and the environment needed to support it. The GPU has become ubiquitous and can be found in every platform that involves a computer and a user interface.

Computational Models in Architecture

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Author :
Publisher : Birkhäuser
ISBN 13 : 3035618623
Total Pages : 296 pages
Book Rating : 4.0/5 (356 download)

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Book Synopsis Computational Models in Architecture by : Nikola Marinčić

Download or read book Computational Models in Architecture written by Nikola Marinčić and published by Birkhäuser. This book was released on 2019-04-18 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: This scientific work focuses on computer-aided computational models in architecture. The author initially investigates established computational models and then expands these with newer approaches to modeling. In his research the author integrates approaches to analytical philosophy, probability theory, formal logic, quantum physics, abstract algebra, computer-aided design, computer graphics, glossematics, machine learning, architecture, and others. For researchers in the fields of information technology and architecture.

The History of the GPU - New Developments

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Author :
Publisher : Springer Nature
ISBN 13 : 3031140478
Total Pages : 434 pages
Book Rating : 4.0/5 (311 download)

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Book Synopsis The History of the GPU - New Developments by : Jon Peddie

Download or read book The History of the GPU - New Developments written by Jon Peddie and published by Springer Nature. This book was released on 2023-01-01 with total page 434 pages. Available in PDF, EPUB and Kindle. Book excerpt: This third book in the three-part series on the History of the GPU covers the second to sixth eras of the GPU, which can be found in anything that has a display or screen. The GPU is now part of supercomputers, PCs, Smartphones and tablets, wearables, game consoles and handhelds, TVs, and every type of vehicle including boats and planes. In the early 2000s the number of GPU suppliers consolidated to three whereas now, the number has expanded to almost 20. In 2022 the GPU market was worth over $250 billion with over 2.2 billion GPUs being sold just in PCs, and more than 10 billion in smartphones. Understanding the power and history of these devices is not only a fascinating tale, but one that will aid your understanding of some of the developments in consumer electronics, computers, new automobiles, and your fitness watch.

A Concise Introduction to Scientific Visualization

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Author :
Publisher : Springer Nature
ISBN 13 : 3030864197
Total Pages : 112 pages
Book Rating : 4.0/5 (38 download)

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Book Synopsis A Concise Introduction to Scientific Visualization by : Brad Eric Hollister

Download or read book A Concise Introduction to Scientific Visualization written by Brad Eric Hollister and published by Springer Nature. This book was released on 2022-01-01 with total page 112 pages. Available in PDF, EPUB and Kindle. Book excerpt: Scientific visualization has always been an integral part of discovery, starting first with simplified drawings of the pre-Enlightenment and progressing to present day. Mathematical formalism often supersedes visual methods, but their use is at the core of the mental process. As historical examples, a spatial description of flow led to electromagnetic theory, and without visualization of crystals, structural chemistry would not exist. With the advent of computer graphics technology, visualization has become a driving force in modern computing. A Concise Introduction to Scientific Visualization – Past, Present, and Future serves as a primer to visualization without assuming prior knowledge. It discusses both the history of visualization in scientific endeavour, and how scientific visualization is currently shaping the progress of science as a multi-disciplinary domain.

Seeing the Past with Computers

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Author :
Publisher : U OF M DIGT CULT BOOKS
ISBN 13 : 0472131117
Total Pages : 255 pages
Book Rating : 4.4/5 (721 download)

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Book Synopsis Seeing the Past with Computers by : Kevin Kee

Download or read book Seeing the Past with Computers written by Kevin Kee and published by U OF M DIGT CULT BOOKS. This book was released on 2019-01-24 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: Recent developments in computer technology are providing historians with new ways to see—and seek to hear, touch, or smell—traces of the past. Place-based augmented reality applications are an increasingly common feature at heritage sites and museums, allowing historians to create immersive, multifaceted learning experiences. Now that computer vision can be directed at the past, research involving thousands of images can recreate lost or destroyed objects or environments, and discern patterns in vast datasets that could not be perceived by the naked eye. Seeing the Past with Computers is a collection of twelve thought-pieces on the current and potential uses of augmented reality and computer vision in historical research, teaching, and presentation. The experts gathered here reflect upon their experiences working with new technologies, share their ideas for best practices, and assess the implications of—and imagine future possibilities for—new methods of historical study. Among the experimental topics they explore are the use of augmented reality that empowers students to challenge the presentation of historical material in their textbooks; the application of seeing computers to unlock unusual cultural knowledge, such as the secrets of vaudevillian stage magic; hacking facial recognition technology to reveal victims of racism in a century-old Australian archive; and rebuilding the soundscape of an Iron Age village with aural augmented reality. This volume is a valuable resource for scholars and students of history and the digital humanities more broadly. It will inspire them to apply innovative methods to open new paths for conducting and sharing their own research.

Career Building Through Using Digital Design Tools

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Author :
Publisher : The Rosen Publishing Group, Inc
ISBN 13 : 1477717390
Total Pages : 66 pages
Book Rating : 4.4/5 (777 download)

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Book Synopsis Career Building Through Using Digital Design Tools by : Edward Willett

Download or read book Career Building Through Using Digital Design Tools written by Edward Willett and published by The Rosen Publishing Group, Inc. This book was released on 2013-12-15 with total page 66 pages. Available in PDF, EPUB and Kindle. Book excerpt: The field of digital design offers immense opportunities for creative young people. Digital designers are in high demand to help design and create images for Web sites and digital media. Business is becoming more dependent on Web marketing, which often relies on visual design to succeed. This title raises teens' awareness of the many opportunities available in this burgeoning field. It explains how they can develop skills in digital design through both informal experience and formal education, and create an impressive portfolio that will open doors for them in the future.

Digital Sketching

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Publisher : John Wiley & Sons
ISBN 13 : 1119640768
Total Pages : 258 pages
Book Rating : 4.1/5 (196 download)

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Book Synopsis Digital Sketching by : John Bacus

Download or read book Digital Sketching written by John Bacus and published by John Wiley & Sons. This book was released on 2020-12-30 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn to apply new digital design technologies at your own firm with this practical and insightful resource Digital Sketching: Computer-Aided Conceptual Design delivers a comprehensive and insightful examination of how architects and other design professionals can best use digital design technology to become better designers. Celebrated professional, professor, and author John Bacus provides readers with practical and timely information on emerging digital design technologies and their effect on professional practice. By focusing on the big picture, this rigorous survey of conceptual design technology offers professionals realistic strategies for reclaiming time for design in the ever increasing speed of project delivery. This book helps architects (and others like them) learn to use digital sketching techniques to be better designers, right from the project’s very first sketch. As part of the groundbreaking Practical Revolutions series of books, Digital Sketching furthers the conversation of the practical deployment of emerging technologies in the building industries. This book provides readers with the information they need to evaluate digital design technology and decide whether or not to adopt and integrate it into their own processes. Readers will receive: An accelerated and accessible introduction to a highly technical topic Practical and applicable guidance on how to adapt a firm’s business to adopt new technology without losing the benefit of existing intuition, skill, and experience. Real world implementations of specific techniques in the form of illuminating case studies that include results and lessons learned Perfect for professional architectural designers, Digital Sketching also belongs on the bookshelves of interior designers, landscape architects, urban planners, contractors, and specialty fabricators of every kind. A disciplined sketching practice, especially through the digital methods discussed in this book, is a transformational benefit to anyone who designs and builds for a living.

The Active Image

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Author :
Publisher : Springer
ISBN 13 : 3319564668
Total Pages : 322 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis The Active Image by : Sabine Ammon

Download or read book The Active Image written by Sabine Ammon and published by Springer. This book was released on 2017-07-10 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: The “active image” refers to the operative nature of images, thus capturing the vast array of “actions” that images perform. This volume features essays that present a new approach to image theory. It explores the many ways images become active in architecture and engineering design processes and how, in the age of computer-based modeling, images play an indispensable role. The contributors examine different types of images, be they pictures, sketches, renderings, maps, plans, and photographs; be they analog or digital, planar or three-dimensional, ephemeral, realistic or imaginary. Their essays investigate how images serve as means of representing, as tools for thinking and reasoning, as ways of imagining the inexistent, as means of communicating and conveying information and how images may also perform functions and have an agency in their own. The essays discuss the role of images from the perspective of philosophy, theory and history of architecture, history of science, media theory, cognitive sciences, design studies, and visual studies, offering a multidisciplinary approach to imagery and showing the various methodologies and interpretations in current research. In addition, they offer valuable insight to better understand how images operate and function in the arts and sciences in general.

Opening digital fabrication: transforming TechKnowledgies

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Publisher : KIT Scientific Publishing
ISBN 13 : 3731508052
Total Pages : 160 pages
Book Rating : 4.7/5 (315 download)

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Book Synopsis Opening digital fabrication: transforming TechKnowledgies by : Schneider, Christoph

Download or read book Opening digital fabrication: transforming TechKnowledgies written by Schneider, Christoph and published by KIT Scientific Publishing. This book was released on 2018-09-05 with total page 160 pages. Available in PDF, EPUB and Kindle. Book excerpt: This study analyses the field of open digital fabrication where novel digital capabilities and hopes for social transformation have merged to form arrangements that seek to democratise knowledge and technology through collaboration. Through qualitative social science the study analyses FabLabs and open source technologies and the respective collective procedures that produce and organise technology and knowledge that redefine the entanglement of our society and its technologies.

Augmented Reality

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Publisher : Springer
ISBN 13 : 3319545027
Total Pages : 349 pages
Book Rating : 4.3/5 (195 download)

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Book Synopsis Augmented Reality by : Jon Peddie

Download or read book Augmented Reality written by Jon Peddie and published by Springer. This book was released on 2017-04-19 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR) and mixed reality (MR). The author presents AR from its initial philosophies and early developments, to its current technologies and its impact on our modern society, to its possible future developments; providing readers with the tools to understand issues relating to defining, building, and using our perception of what is represented in our perceived reality, and ultimately how we assimilate and react to this information. Augmented Reality: Where We Will All Live can be used as a comprehensive guide to the field of AR and provides valuable insights for technologists, marketers, business managers, educators and academics who are interested in the field of augmented reality; its concepts, history, practices and the science behind this rapidly advancing field of research and development.

Computer History Visual Masters

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Author :
Publisher :
ISBN 13 : 9780892181094
Total Pages : 96 pages
Book Rating : 4.1/5 (81 download)

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Book Synopsis Computer History Visual Masters by : Donald D. Spencer

Download or read book Computer History Visual Masters written by Donald D. Spencer and published by . This book was released on 1987 with total page 96 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Moving Innovation

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Publisher : MIT Press
ISBN 13 : 0262314312
Total Pages : 373 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Moving Innovation by : Tom Sito

Download or read book Moving Innovation written by Tom Sito and published by MIT Press. This book was released on 2013-04-19 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.

Computers, Visualization, and History

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Author :
Publisher : Sharpe Reference
ISBN 13 :
Total Pages : 202 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Computers, Visualization, and History by : David J. Staley

Download or read book Computers, Visualization, and History written by David J. Staley and published by Sharpe Reference. This book was released on 2003 with total page 202 pages. Available in PDF, EPUB and Kindle. Book excerpt: Table of contents

The Digitization of Cinematic Visual Effects

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Author :
Publisher : Rowman & Littlefield
ISBN 13 : 0739176218
Total Pages : 345 pages
Book Rating : 4.7/5 (391 download)

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Book Synopsis The Digitization of Cinematic Visual Effects by : Rama Venkatasawmy

Download or read book The Digitization of Cinematic Visual Effects written by Rama Venkatasawmy and published by Rowman & Littlefield. This book was released on 2013 with total page 345 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Digitization of Cinematic Visual Effects: Hollywood's Coming of Age, by Rama Venkatasawmy, analyzes how the Hollywood cinema industry's visual effects applications have not only motivated the expansion of filmmaking praxis, they have also influenced the evolution of viewing pleasures and spectatorship experiences. Following the digitization of their associated technologies, VFX have been responsible for multiplying the strategies of representation and storytelling, as well as extending the range of stories that can potentially be told onscreen. By the same token, the visual standards of the Hollywood film's production and exhibition have been growing in sophistication. On the basis of displaying groundbreaking VFX--immaculately realized through the application of cutting-edge technologies and craftsmanship--and of projecting such a significant degree of visual innovation and originality, certain Hollywood movies have established techno-visual trends and industrial standards for subsequent filmmaking practice. Hollywood cinema's entry into the digital realm is intertwined with the intensification of conglomeratic practices within the movie business, the domain of techno-scientific R&D in filmmaking, and the unification of corporate media, information technology, and entertainment. Hence, the standardization of, and convergence toward, the digital medium is emblematic of Hollywood cinema's techno-industrial evolution in the late twentieth century. Accordingly, this volume identifies various synergies and partnerships--between VFX providers, movie studios, graphic designers, and more--that have emerged from a progressive growth of awareness in Hollywood of the digital medium's potential.

Computers and the Imagination

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Author :
Publisher : Palgrave Macmillan
ISBN 13 : 9780312083434
Total Pages : 444 pages
Book Rating : 4.0/5 (834 download)

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Book Synopsis Computers and the Imagination by : Clifford A. Pickover

Download or read book Computers and the Imagination written by Clifford A. Pickover and published by Palgrave Macmillan. This book was released on 1992 with total page 444 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of how visualization has transformed the way humans perceive and understand their world uses a computer to gain insights into the origins of human creativity. Original.