Mathematica Graphics

Mathematica Graphics

In [ 135 ] : = surf = Graphics 3D [ Plot 3D [ Sin [ x y ] , { x , -Pi , Pi } , { y , -Pi , Pi } , PlotPoints - > 20 ] ] ; 1 0.5 0 -0.5 -1 The object is clipped by two horizontal planes . Fold is a convenient way to make successive ...

Author: Tom Wickham-Jones

Publisher: Springer Science & Business Media

ISBN: 0387940472

Category: Computers

Page: 754

View: 442

Since its first release in 1988, Mathematica has sold over a quarter of a million copies throughout the world, enabling the manipulation of fields of mathematics such as numerics, symbolic algebra, and graphics. This step-by-step guide deals solely with generating computer graphics using the Mathematica software. It is written by an expert in the field, himself an employee of Wolfram Research, Inc., the creators and distributors of the software. Dr. Wickham-Jones is directly involved in all the technical issues and programs relating to the graphics side of the Mathematica package, and is therefore an obvious choice as author of such a publication.
Categories: Computers

Inside the World of Board Graphics

Inside the World of Board Graphics

Skate, Surf, Snow Robynne Raye, Michael Strassburger. She il presting OPPOSITE PAGE : Lamar Realm top sheet ( detail ) , 2008/2009 . Client : Lamar . THIS PAGE : The Wild Painting , nineteen wrecked snowboards in one piece of art ...

Author: Robynne Raye

Publisher: Rockport Publishers

ISBN: 9781610581455

Category: Design

Page: 224

View: 760

Inside the World of Board Graphics takes an in-depth, comprehensive look at the global nature and cultural influence of Surf/Skate/Snow board art and design. International design luminaries Art Chantry, Katrin Olina and James Victore are placed along side industry super stars Terry Fitzgerald, Martin Worthington, Yoshihiko Kushimoto and Rich Harbour (who has been shaping and designing surfboards since 1959). The book includes dozens of interviews and profiles from the people currently creating board art and design: Aaron Draplin, Emil Kozak, Morning Breath, Anthony Yankovic, Haroshi and Hannah Stouffer to name a few. There are many books about the art of board design, but there has never been a book like this that takes a rare look behind the scenes of the creative process. Countries represented: Iceland, Spain, Japan, Brazil, Australia, Canada, Russia, Poland, UK, Mexico, Venezuela, Romania, South Africa, Finland, Sweden, Germany, Croatia and the USA, among others.
Categories: Design

Surf Graphics

Surf Graphics

From vintage surf art to the latest designs, this collection is filled with brilliant color, energy, and vibe. It features the top 30 artists working on the surf graphic scene, each with a detailed biography.

Author: Ian C. Parliament

Publisher: Korero Books Llp

ISBN: 1907621083

Category: Art

Page: 254

View: 596

From vintage surf art to the latest designs, this collection is filled with brilliant color, energy, and vibe. It features the top 30 artists working on the surf graphic scene, each with a detailed biography.
Categories: Art

Mixed Reality and Three Dimensional Computer Graphics

Mixed Reality and Three Dimensional Computer Graphics

The most commonly used methods for image recognition are based on SIFT and SURF algorithms. • SIFT means scale invariant feature transform. It is named after the principle it uses—it transforms images to coordinates independent from the ...

Author: Branislav Sobota

Publisher: BoD – Books on Demand

ISBN: 9781839626227

Category: Computers

Page: 182

View: 473

Mixed reality is an area of computer research that deals with the combination of real-world and computer-generated data, where computer-generated objects are visually mixed into the real environment and vice versa in real time. It is the newest virtual reality technology. It usually uses 3D computer graphics technologies for visual presentation of the virtual world. The mixed reality can be created using the following technologies: augmented reality and augmented virtuality. Mixed and virtual reality, their applications, 3D computer graphics and related technologies in their actual stage are the content of this book. 3D-modeling in virtual reality, a stereoscopy, and 3D solids reconstruction are presented in the first part. The second part contains examples of the applications of these technologies, in industrial, medical, and educational areas.
Categories: Computers

Implicit Objects in Computer Graphics

Implicit Objects in Computer Graphics

Frequency d< In James T. Kajiya, editor, Computer Graphics (SIG( volume 27, pages 271-278, August 1993. [T099] Greg Turk and James O'Brien. ... hierarchical adaptive tesselation of surf on Graphics, 18(4):329-360, October 1999.

Author: Luiz Velho

Publisher: Springer Science & Business Media

ISBN: 9780387984247

Category: Computers

Page: 203

View: 458

In computer graphics, the description of geometric objects is of paramount importance in determining their look, feel, and movement. This book provides the first general account of the subject for researchers and graduate students, explaining the important role played by implicit object description and implicit surfaces.
Categories: Computers

The Critical Surf Studies Reader

The Critical Surf Studies Reader

“Mauritius: Surfing Paradise.” Surfer 7, no. 4 (September 1966): 49. Hargreaves, Jennifer, and Eric Anderson, eds. Routledge Handbook of Sport, Gender and Sexuality. Florence, KY: Taylor & Francis, ... Surfing: Vintage Surfing Graphics.

Author: Dexter Zavalza Hough-Snee

Publisher: Duke University Press

ISBN: 9780822372820

Category: Sports & Recreation

Page: 480

View: 863

The evolution of surfing—from the first forms of wave-riding in Oceania, Africa, and the Americas to the inauguration of surfing as a competitive sport at the 2020 Tokyo Olympics—traverses the age of empire, the rise of globalization, and the onset of the digital age, taking on new meanings at each juncture. As corporations have sought to promote surfing as a lifestyle and leisure enterprise, the sport has also narrated its own epic myths that place North America at the center of surf culture and relegate Hawai‘i and other indigenous surfing cultures to the margins. The Critical Surf Studies Reader brings together eighteen interdisciplinary essays that explore surfing's history and development as a practice embedded in complex and sometimes oppositional social, political, economic, and cultural relations. Refocusing the history and culture of surfing, this volume pays particular attention to reclaiming the roles that women, indigenous peoples, and people of color have played in surfing. Contributors. Douglas Booth, Peter Brosius, Robin Canniford, Krista Comer, Kevin Dawson, Clifton Evers, Chris Gibson, Dina Gilio-Whitaker, Dexter Zavalza Hough-Snee, Scott Laderman, Kristin Lawler, lisahunter, Colleen McGloin, Patrick Moser, Tara Ruttenberg, Cori Schumacher, Alexander Sotelo Eastman, Glen Thompson, Isaiah Helekunihi Walker, Andrew Warren, Belinda Wheaton
Categories: Sports & Recreation

Advanced Game Development with Programmable Graphics Hardware

Advanced Game Development with Programmable Graphics Hardware

IEEE Computer Graphics and Applications 7:3 (1987), 16–23. [MCCO00]M. McCool. ... In HWWS '03: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Conference on Graphics Hardware, edited by M. Doggett et al. ... “Modelling Waves and Surf.

Author: Alan Watt

Publisher: CRC Press

ISBN: 9781439865644

Category: Computers

Page: 385

View: 605

Written for game programmers and developers, this book covers GPU techniques and supporting applications that are commonly used in games and similar real-time 3D applications. The authors describe the design of programs and systems that can be used to implement games and other applications whose requirements are to render real-time animation sequen
Categories: Computers

Consumer Tribes

Consumer Tribes

The Perfect Day: 40 Years of Surfer Magazine. San Francisco: Chronicle. ... Surfing: Vintage Surf Graphics. London: Taschen. Irwin, J. (1973). Surfing: the natural history of an urban scene, Urban Life and Culture, 2, 131–160.

Author: Bernard Cova

Publisher: Routledge

ISBN: 9781136414664

Category: Business & Economics

Page: 360

View: 495

Marketing and consumer research has traditionally conceptualized consumers as individuals- who exercise choice in the marketplace as individuals not as a class or a group. However an important new perspective is now emerging that rejects the individualistic view and focuses on the reality that human life is essentially social, and that who we are is an inherently social phenomenon. It is the tribus, the many little groups we belong to, that are fundamental to our experience of life. Tribal Marketing shows that it is not individual consumption of products that defines our lives but rather that this activity actually facilitates meaningful social relationships. The social ‘links’ (social relationships) are more important than the things (brands etc.) The aim of this book is therefore to offer a systematic overview of the area that has been defined as “cultures of consumption”- consumption microcultures, brand cultures, brand tribes, and brand communities. It is though these that students of marketing and marketing practitioners can begin to genuinely understand the real drivers of consumer behaviour. It will be essential to everyone who needs to understand the new paradigm in consumer research, brand management and communications management.
Categories: Business & Economics

Graphics Recognition Current Trends and Challenges

Graphics Recognition  Current Trends and Challenges

The two sub-images are two parts of a same image (with overlapped regions) that have been separated using a translation. and y are 0.42 and 0.05 pixels using the SIFT method and 0.29 and 0.06 pixels using the SURF method.

Author: Bart Lamiroy

Publisher: Springer

ISBN: 9783662448540

Category: Computers

Page: 267

View: 884

This book constitutes the thoroughly refereed post-conference proceedings of the 10th International Workshop on Graphics Recognition, GREC 2013, held in Bethlehem, PA, USA, in August 2013. The 20 revised full papers presented were carefully reviewed and selected from 32 initial submissions. Graphics recognition is a subfield of document image analysis that deals with graphical entities in engineering drawings, sketches, maps, architectural plans, musical scores, mathematical notation, tables, and diagrams. Accordingly the conference papers are organized in 5 topical sessions on symbol spotting and retrieval, graphics recognition in context, structural and perceptual based approaches, low level processing, and performance evaluation and ground truthing.
Categories: Computers

Brilliant Macromedia Flash 8

Brilliant Macromedia Flash 8

目 Enable : All Formats images Image.pdf iDisk Network Hard Disk portrait.jpg PROJECTS sleep.png surfer.png ... Movie Clip Kind Graphic Graphic Movie Clip Ritman OP sleep.png soft drink traffic cone tv2 vector surf Graphic Graphic Movie ...

Author: Andy Anderson

Publisher: Pearson Education

ISBN: 0132369621

Category: Computer animation

Page: 566

View: 393

Spend less time reading and more time doing with a simple step-by-step approach to beginner and intermediate level office tasks. Brilliant guides provide you with the quick, easy-to-access information that you need.
Categories: Computer animation