The Cryptoclub: Using Mathematics to Make and Break Secret Codes Join the Cryptokids as they apply basic mathematics to make and break secret codes. This book has many hands-on activities that have been tested in both classrooms and informal settings. Classic coding methods are discussed, such as Caesar, substitution, VigenÃ¨re, and multiplicative ciphers as well as the modern RSA. Math topics covered... 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...
A=B Science is what we understand well enough to explain to a computer. Art is
everything 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...
AI for Computer Games and Animation: A Cognitive Modeling Approach Simply put, AI for Games and Animation: A Cognitive Modeling Approach shows how video game characters can be taught to "think" for themselves. This groundbreaking title points the way for the future of intelligent gaming. While this book features formal mathematical proofs of its arguments, it also provides a worthwhile overview... Realistic Image Synthesis Using Photon Mapping The creation of realistic three-dimensional images is central to computer graphics. Photon mapping, an extension of ray tracing, makes it possible to efficiently simulate global illumination in complex scenes. Photon mapping can simulate caustics (focused light, such as shimmering waves at the bottom of a swimming pool), diffuse inter-reflections... Spatial Augmented Reality: Merging Real and Virtual Worlds
Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays.
In this book, the authors discuss spatial...
|Result Page: 2 1 |