Point-Based Graphics (The Morgan Kaufmann Series in Computer Graphics)

Point-Based Graphics. A volume in The Morgan Kaufmann Series in Computer Graphics. Book • Edited by: MARKUS GROSS and HANSPETER PFISTER.
Table of contents

The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance.

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Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms.

He received a master of science in electrical and computer engineering and a PhD in computer graphics and image analysis, both from the University of Saarbrucken, Germany. From to , Dr. His research interests include point-based graphics, physics-based modeling, multiresolution analysis, and virtual reality.

He has been widely publishing and lecturing on computer graphics and scientific visualization, and he authored the book Visual Computing Springer, He is the associate editor of the IEEE Computer Graphics and Applications and has served as a member of international program committees of many graphics conferences. Gross is on the advisory boards of various international research institutes and governmental agencies.

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His research interests include computer graphics, scientific visualization, and graphics architectures. His work spans a range of topics, including point-based graphics, appearance modeling and acquisition, computational photography, 3D television, and face modeling.

Point-Based Graphics [With CDROM]

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I Agree This site uses cookies to deliver our services, improve performance, for analytics, and if not signed in for advertising. Your use of the site and services is subject to these policies and terms. Glassner Same series: Essential Mathematics for Games and Interactive Applications: How do series work?

Helpers AnnaClaire 25 , gilroy 4. Recreational Computer Graphics by Andrew S. The Art and Science of Digital Compositing: Complete Maya Programming, Vol. Computer Animation, Second Edition: Algorithms and Techniques by Rick Parent.

Prof. Dr. Markus Gross - Point-Based Graphics

Algorithms and Interfaces by Charles Poynton. Geometric Algebra for Computer Science: High Dynamic Range Imaging: Introduction to Implicit Surfaces by Jules Bloomenthal. With Historical Perspective by David F.