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| |  Computer Facial Animation
	This book is about computer facial models, computer-generated facial images, and facial animation. In particular, it addresses the principles of creating face models and the manipulation or control of computer-generated facial attributes. In addition, various sections in the book describe and explain the development of specific computer... |  |  Haptic Rendering: Foundations, Algorithms and Applications
	For a long time, human beings have dreamed of a virtual world where it is possible to interact with synthetic entities as if they were real. It has been shown that the ability to touch virtual objects increases the sense of presence in virtual environments. This book provides an authoritative overview of state-of-theart haptic rendering... |  |  Communicating Mathematics in the Digital Era
	The digital era has dramatically changed the ways that researchers search, produce, publish, and disseminate their scientific work. These processes are still rapidly evolving due to improvements in information science, new achievements in computer science technologies, and initiatives such as DML and open access journals, digitization... | 
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| |  Game Engine Architecture
	A 2009 Game Developer Magazine Front Line Award Finalist, this book covers both the theory and practice of game engine software development, bringing together complete coverage of a wide range of topics. The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are... |  |  Real-Time Volume Graphics
	IN TRADITIONAL COMPUTER GRAPHICS, 3D objects are created using highlevel
	surface representations such as polygonal meshes, NURBS (nonuniform
	rational B-spline) patches, or subdivision surfaces. Using this modeling
	paradigm, visual properties of surfaces, such as color, roughness, and
	reflectance, are described by means of a shading... |  |  Fluid Simulation
	This book is designed to give the reader a practical introduction to fluid
	simulation for graphics. The field of fluid dynamics, even just in animation,
	is vast and so not every topic will be covered, and many wonderful papers
	will sadly be passed over in the hope of distilling the essentials; this is
	far from a thorough survey. The... | 
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| |  Collada: Sailing the Gulf of 3d Digital Content Creation
	In 1963, Ivan Sutherland wrote Sketchpad [57], the world’s fi rst real-time
	computer graphics application. In that breakthrough effort, he defi ned the
	basic techniques for structuring scene data that are still present in today’s 3D
	applications. 
	In one way, though, Sutherland had it easy. He didn’t have to... |  |  Color Imaging: Fundamentals and Applications
	Color is one of the most fascinating areas to study. Color forms an integral part
	of nature, and we humans are exposed to it every day. We all have an intuitive
	understanding of what color is, but by studying the underlying physics, chemistry,
	optics, and human visual perception, the true beauty and complexity of color can
	be... |  |  A=BScience is what we understand well enough to explain to a computer. Art iseverything else we do. During the past several years an important part of mathematics
 has been transformed from an Art to a Science: No longer do we need to get a brilliant
 insight in order to evaluate sums of binomial coe±cients, and many similar...
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