1. Advanced Lighting and Materials with Shaders (Paperback)
by Kelly Dempski, Emmanuel Viale
Product Details:
Paperback: 500 pages
Publisher: Wordware Publishing, Inc.; Bk&CD-Rom edition (November, 2004)
Language: English
ISBN: 1556222920
Product Dimensions: 7.1 x 9.0 x 0.9 inches
Editorial Reviews:
Book Description
Programmable GPUs provide the processing horsepower necessary to render realistic graphics in real time, but this has put a new burden on graphics programmers. They now need to have an in-depth understanding of lights and surface propertiex before they can use the capablities of the GPU.
About the Author:
Kelli Dempski is the author of Rea- Time Rendering Tricks and Techniques in DirectX (Premier Press) and Focus on Curves and Surfaces (Premier Press). A researcher at Accenture’s Technology Labs for nine years, his work involves developing ideas and prototypes for multimedia, virtual reality, augmented reality, and interactive TV, including work in the areas of photorealistic rendering and interactive techniques.
Emmanuel Viale is an accomplished programmer/CG artist known for writing his own advanced raytracing program.
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2. 3D Lighting - History Concepts And Techniques - Charles River Media
Editorial Reviews:
The majority of computer graphics books are either too general or too application-specific. The field of 3-D computer graphics possesses tremendous depth, and any aspect of it is worthy of a focused career. In large studios, artists concentrate on just one phase of production, be it modeling, texturing, animation, or rendering. If you're interested in learning about the field from this perspective, read 3-D Lighting: History, Concepts & Techniques. It's a pleasure to peruse, because it shares the large-studio focus.
The book does feature examples, project files, and some instructions for specific applications, but mostly it's about concept and theory in computer imaging. For the most part, it avoids application-specific discussion. This is a good thing--any experienced artist uses more than one application, and can easily port this information from one app to another.
There are eight chapters in all, starting with "The Nature of Light" (how light works) and "The Physiology of Seeing and Perception" (how we see light), and moving on to "Fundamentals of Photography and Cinematography" and "Color and Materials." But it isn't until chapter 5, "Computer Graphics," that the book gets into the specifics of how 3-D applications treat light and color.
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3. Multimedia and Virtual Reality: Designing Multisensory User Interfaces by Alistair Sutcliffe
Product Details:
Hardcover: 331 pages
Publisher: Lawrence Erlbaum Associates (November, 2002)
Language: English
ISBN: 080583950X
Product Dimensions: 9.2 x 6.4 x 1.1 inches
Editorial Reviews:
This book is about the design of advanced user interfaces. Three themes are explored: First, a theory-based approach to user interface design that surveys the cognitive psychology background of human-computer interaction, and then introduces design models for applying psychological knowledge. These models expand on Norman's gulfs of interaction framework. The second theme is multimedia interface design: models, principles and a design process for multimedia presentation and dialogue. Cognitive psychology is woven into the design guidelines as a basis for attracting user's attention, matching media to the message and preventing information overloading. The multimedia section also reviews the aesthetics of design and extracts basic principles for designing attractive and engaging user interfaces." "The third theme, virtual reality, is introduced using the same approach whereby theory motivates the design method. Guidelines cover the design of user presence, social agents, virtual environments, and user support. Evaluation methods and techniques for multisensory interfaces form a separate chapter that introduces new variations on the heuristic evaluation theme while also describing additional methods containing more precise diagnostic guidance for evaluation." The final chapter surveys multisensory design issues in ubiquitous computing and anticipates the future development of interactive technology.
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