Real-time volume graphics:
Gespeichert in:
Format: | Buch |
---|---|
Sprache: | English |
Veröffentlicht: |
Wellesley, Mass.
Peters
2006
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | Includes bibliographical references (p. 461-488) and index |
Beschreibung: | XVII, 497 S. Ill., graph. Darst. 24 cm |
ISBN: | 1568812663 9781568812663 |
Internformat
MARC
LEADER | 00000nam a2200000zc 4500 | ||
---|---|---|---|
001 | BV022226005 | ||
003 | DE-604 | ||
005 | 20131125 | ||
007 | t | ||
008 | 070115s2006 xxuad|| |||| 00||| eng d | ||
010 | |a 2006041662 | ||
020 | |a 1568812663 |c alk. paper |9 1-56881-266-3 | ||
020 | |a 9781568812663 |9 978-1-56881-266-3 | ||
035 | |a (OCoLC)728179385 | ||
035 | |a (DE-599)BVBBV022226005 | ||
040 | |a DE-604 |b ger |e aacr | ||
041 | 0 | |a eng | |
044 | |a xxu |c US | ||
049 | |a DE-29T |a DE-91G |a DE-898 |a DE-858 |a DE-863 | ||
050 | 0 | |a T385 | |
082 | 0 | |a 006.6/93 | |
084 | |a ST 320 |0 (DE-625)143657: |2 rvk | ||
084 | |a DAT 757f |2 stub | ||
245 | 1 | 0 | |a Real-time volume graphics |c Klaus Engel ... [u.a.] |
246 | 1 | 3 | |a Real time volume graphics |
264 | 1 | |a Wellesley, Mass. |b Peters |c 2006 | |
300 | |a XVII, 497 S. |b Ill., graph. Darst. |c 24 cm | ||
336 | |b txt |2 rdacontent | ||
337 | |b n |2 rdamedia | ||
338 | |b nc |2 rdacarrier | ||
500 | |a Includes bibliographical references (p. 461-488) and index | ||
650 | 4 | |a Affichage tridimensionnel | |
650 | 7 | |a Computação gráfica |2 larpcal | |
650 | 4 | |a Infographie | |
650 | 7 | |a Tempo-real |2 larpcal | |
650 | 4 | |a Temps réel | |
650 | 4 | |a Computer graphics | |
650 | 4 | |a Three-dimensional display systems | |
650 | 0 | 7 | |a Echtzeitsystem |0 (DE-588)4131397-5 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Dreidimensionale Computergrafik |0 (DE-588)4133691-4 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Volumen-Rendering |0 (DE-588)4702113-5 |2 gnd |9 rswk-swf |
650 | 0 | 7 | |a Echtzeitverarbeitung |0 (DE-588)4151002-1 |2 gnd |9 rswk-swf |
689 | 0 | 0 | |a Dreidimensionale Computergrafik |0 (DE-588)4133691-4 |D s |
689 | 0 | 1 | |a Echtzeitsystem |0 (DE-588)4131397-5 |D s |
689 | 0 | |5 DE-604 | |
689 | 1 | 0 | |a Volumen-Rendering |0 (DE-588)4702113-5 |D s |
689 | 1 | 1 | |a Echtzeitverarbeitung |0 (DE-588)4151002-1 |D s |
689 | 1 | |5 DE-604 | |
700 | 1 | |a Engel, Klaus |e Sonstige |4 oth | |
856 | 4 | 2 | |m HBZ Datenaustausch |q application/pdf |u http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015437150&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |3 Inhaltsverzeichnis |
999 | |a oai:aleph.bib-bvb.de:BVB01-015437150 |
Datensatz im Suchindex
DE-BY-863_location | 1911 |
---|---|
DE-BY-FWS_call_number | 1911/2015:0747 |
DE-BY-FWS_katkey | 491971 |
DE-BY-FWS_media_number | 083101309232 |
_version_ | 1824553886535385088 |
adam_text | Contents
Preface xi
1 Theoretical Background and Basic Approaches 1
1.1 Problem Setting 3
1.2 Physical Model of Light Transport 4
1.3 Volume Rendering Integral 8
1.4 Discretization 10
1.5 Volume Data and Reconstruction Filters 17
1.6 Volume Rendering Pipeline and Basic Approaches 25
1.7 Further Reading 30
2 GPU Programming 33
2.1 The Graphics Pipeline 33
2.2 Vertex Processing 35
2.3 Fragment Processing 38
2.4 Frame Buffer Operations 42
2.5 Further Reading 45
3 Basic GPU Based Volume Rendering 47
3.1 Software Components 47
3.2 2D Texture Based Volume Rendering 49
3.3 3D Texture Based Approach 61
3.4 2D Multitexture Based Approach 67
3.5 Vertex Programs 71
3.6 Further Reading 79
vii
viii Contents
4 Transfer Functions 81
4.1 Classification 81
4.2 Implementation of Pre Classification 84
4.3 Implementation of Post Classification 87
4.4 Pre versus Post Interpolative Transfer Functions 89
4.5 Pre Integrated Transfer Functions 92
4.6 Implementation of Pre Integrated Transfer Functions .... 96
4.7 Discussion 100
4.8 Further Reading 102
5 Local Volume Illumination 103
5.1 Terminology 105
5.2 Types of Light Sources 106
5.3 Gradient Based Illumination 108
5.4 Local Illumination Models 114
5.5 Pre Computed Gradients 122
5.6 On the Fly Gradients 127
5.7 Environment Mapping 132
5.8 High Dynamic Range Illumination and Volume Rendering . 135
5.9 Further Reading 137
6 Global Volume Illumination 139
6.1 Volumetric Shadows 140
6.2 Phase Functions 143
6.3 Translucent Volume Lighting 149
6.4 Shading Strategies 158
6.5 Further Reading 161
7 GPU Based Ray Casting 163
7.1 Basic Structure of Ray Casting 165
7.2 Single Pass GPU Ray Casting for Uniform Grids 167
7.3 Performance Aspects and Acceleration Methods 170
7.4 Multipass GPU Ray Casting for Uniform Grids 174
7.5 Ray Casting in Tetrahedral Grids 178
7.6 Further Reading 184
8 Improving Performance 187
8.1 Improving Memory Access 187
8.2 Asynchronous Data Upload 192
8.3 Bilinear Filtering 194
8.4 Empty Space Leaping 196
8.5 Occlusion Culling 197
8.6 Early Ray Termination 200
8.7 Deferred Shading 206
Contents ix
8.8 Image Downscaling 209
8.9 Discussion 211
9 Improving Image Quality 215
9.1 Sampling Artifacts 216
9.2 Filtering Artifacts 223
9.3 Classification Artifacts 237
9.4 Shading Artifacts 239
9.5 Blending Artifacts 243
9.6 Discussion 247
10 Transfer Functions Reloaded 249
10.1 Image Data versus Scalar Field 249
10.2 Multidimensional Transfer Functions: Introduction 251
10.3 Data Value and Derivatives 253
10.4 General Multidimensional Transfer Functions 255
10.5 Engineering Multidimensional Transfer Functions 257
10.6 Transfer Function User Interfaces 268
10.7 Further Reading 273
11 Game Developer s Guide to Volume Graphics 275
11.1 Volume Graphics in Games 275
11.2 Differences from Standalone Volume Rendering 281
11.3 Guide to Other Chapters 283
11.4 Integrating Volumes with Scene Geometry 285
11.5 A Simple Volume Ray Caster for Games 294
11.6 Volumetric Effects 296
11.7 Simulation 301
11.8 Integrating Volumes with Scene Shadowing and Lighting . . 303
11.9 Further Reading 311
12 Volume Modeling 313
12.1 Rendering into a 3D Texture 315
12.2 Voxelization 316
12.3 Procedural Modeling 320
12.4 Compositing and Image Processing 325
12.5 Further Reading 326
13 Volume Deformation and Animation 329
13.1 Modeling Paradigms 329
13.2 Deformation in Model Space 331
13.3 Deformation in Texture Space 332
13.4 Deformation and Illumination 337
13.5 Animation Techniques 340
13.6 Further Reading 346
x Contents
14 Non Photorealistic and Illustrative Techniques 349
14.1 Overview of Methods 350
14.2 Basic NPR Shading Models 360
14.3 Contour Rendering 364
14.4 Surface and Isosurface Curvature 368
14.5 Deferred Shading of Isosurfaces 374
14.6 Curvature Based Isosurface Illustration 376
14.7 Further Reading 380
15 Volume Clipping 381
15.1 Conceptual Description of Volume Clipping 382
15.2 Clipping via Voxelized Selection Volumes 384
15.3 Surface Based Clipping 391
15.4 Volume Clipping and Illumination 399
15.5 Clipping and Pre Integration 406
15.6 Clipping and Volume Illustration 409
15.7 Further Reading 413
16 Segmented Volume Data 415
16.1 Overview 417
16.2 Segmented Data Representation 420
16.3 Rendering Segmented Data 421
16.4 The Basic Rendering Loop 423
16.5 Boundary Filtering 428
16.6 Two Level Volume Rendering 436
16.7 Further Reading 438
17 Large Volume Data 441
17.1 Memory Performance Considerations 444
17.2 Bricking 446
17.3 Multiresolution Volume Rendering 449
17.4 Built in Texture Compression 450
17.5 Wavelet Compression 451
17.6 Packing Techniques 453
17.7 Vector Quantization 457
17.8 Discussion 458
17.9 Further Reading 459
Bibliography 461
Index 489
|
adam_txt |
Contents
Preface xi
1 Theoretical Background and Basic Approaches 1
1.1 Problem Setting 3
1.2 Physical Model of Light Transport 4
1.3 Volume Rendering Integral 8
1.4 Discretization 10
1.5 Volume Data and Reconstruction Filters 17
1.6 Volume Rendering Pipeline and Basic Approaches 25
1.7 Further Reading 30
2 GPU Programming 33
2.1 The Graphics Pipeline 33
2.2 Vertex Processing 35
2.3 Fragment Processing 38
2.4 Frame Buffer Operations 42
2.5 Further Reading 45
3 Basic GPU Based Volume Rendering 47
3.1 Software Components 47
3.2 2D Texture Based Volume Rendering 49
3.3 3D Texture Based Approach 61
3.4 2D Multitexture Based Approach 67
3.5 Vertex Programs 71
3.6 Further Reading 79
vii
viii Contents
4 Transfer Functions 81
4.1 Classification 81
4.2 Implementation of Pre Classification 84
4.3 Implementation of Post Classification 87
4.4 Pre versus Post Interpolative Transfer Functions 89
4.5 Pre Integrated Transfer Functions 92
4.6 Implementation of Pre Integrated Transfer Functions . 96
4.7 Discussion 100
4.8 Further Reading 102
5 Local Volume Illumination 103
5.1 Terminology 105
5.2 Types of Light Sources 106
5.3 Gradient Based Illumination 108
5.4 Local Illumination Models 114
5.5 Pre Computed Gradients 122
5.6 On the Fly Gradients 127
5.7 Environment Mapping 132
5.8 High Dynamic Range Illumination and Volume Rendering . 135
5.9 Further Reading 137
6 Global Volume Illumination 139
6.1 Volumetric Shadows 140
6.2 Phase Functions 143
6.3 Translucent Volume Lighting 149
6.4 Shading Strategies 158
6.5 Further Reading 161
7 GPU Based Ray Casting 163
7.1 Basic Structure of Ray Casting 165
7.2 Single Pass GPU Ray Casting for Uniform Grids 167
7.3 Performance Aspects and Acceleration Methods 170
7.4 Multipass GPU Ray Casting for Uniform Grids 174
7.5 Ray Casting in Tetrahedral Grids 178
7.6 Further Reading 184
8 Improving Performance 187
8.1 Improving Memory Access 187
8.2 Asynchronous Data Upload 192
8.3 Bilinear Filtering 194
8.4 Empty Space Leaping 196
8.5 Occlusion Culling 197
8.6 Early Ray Termination 200
8.7 Deferred Shading 206
Contents ix
8.8 Image Downscaling 209
8.9 Discussion 211
9 Improving Image Quality 215
9.1 Sampling Artifacts 216
9.2 Filtering Artifacts 223
9.3 Classification Artifacts 237
9.4 Shading Artifacts 239
9.5 Blending Artifacts 243
9.6 Discussion 247
10 Transfer Functions Reloaded 249
10.1 Image Data versus Scalar Field 249
10.2 Multidimensional Transfer Functions: Introduction 251
10.3 Data Value and Derivatives 253
10.4 General Multidimensional Transfer Functions 255
10.5 Engineering Multidimensional Transfer Functions 257
10.6 Transfer Function User Interfaces 268
10.7 Further Reading 273
11 Game Developer's Guide to Volume Graphics 275
11.1 Volume Graphics in Games 275
11.2 Differences from "Standalone" Volume Rendering 281
11.3 Guide to Other Chapters 283
11.4 Integrating Volumes with Scene Geometry 285
11.5 A Simple Volume Ray Caster for Games 294
11.6 Volumetric Effects 296
11.7 Simulation 301
11.8 Integrating Volumes with Scene Shadowing and Lighting . . 303
11.9 Further Reading 311
12 Volume Modeling 313
12.1 Rendering into a 3D Texture 315
12.2 Voxelization 316
12.3 Procedural Modeling 320
12.4 Compositing and Image Processing 325
12.5 Further Reading 326
13 Volume Deformation and Animation 329
13.1 Modeling Paradigms 329
13.2 Deformation in Model Space 331
13.3 Deformation in Texture Space 332
13.4 Deformation and Illumination 337
13.5 Animation Techniques 340
13.6 Further Reading 346
x Contents
14 Non Photorealistic and Illustrative Techniques 349
14.1 Overview of Methods 350
14.2 Basic NPR Shading Models 360
14.3 Contour Rendering 364
14.4 Surface and Isosurface Curvature 368
14.5 Deferred Shading of Isosurfaces 374
14.6 Curvature Based Isosurface Illustration 376
14.7 Further Reading 380
15 Volume Clipping 381
15.1 Conceptual Description of Volume Clipping 382
15.2 Clipping via Voxelized Selection Volumes 384
15.3 Surface Based Clipping 391
15.4 Volume Clipping and Illumination 399
15.5 Clipping and Pre Integration 406
15.6 Clipping and Volume Illustration 409
15.7 Further Reading 413
16 Segmented Volume Data 415
16.1 Overview 417
16.2 Segmented Data Representation 420
16.3 Rendering Segmented Data 421
16.4 The Basic Rendering Loop 423
16.5 Boundary Filtering 428
16.6 Two Level Volume Rendering 436
16.7 Further Reading 438
17 Large Volume Data 441
17.1 Memory Performance Considerations 444
17.2 Bricking 446
17.3 Multiresolution Volume Rendering 449
17.4 Built in Texture Compression 450
17.5 Wavelet Compression 451
17.6 Packing Techniques 453
17.7 Vector Quantization 457
17.8 Discussion 458
17.9 Further Reading 459
Bibliography 461
Index 489 |
any_adam_object | 1 |
any_adam_object_boolean | 1 |
building | Verbundindex |
bvnumber | BV022226005 |
callnumber-first | T - Technology |
callnumber-label | T385 |
callnumber-raw | T385 |
callnumber-search | T385 |
callnumber-sort | T 3385 |
callnumber-subject | T - General Technology |
classification_rvk | ST 320 |
classification_tum | DAT 757f |
ctrlnum | (OCoLC)728179385 (DE-599)BVBBV022226005 |
dewey-full | 006.6/93 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.6/93 |
dewey-search | 006.6/93 |
dewey-sort | 16.6 293 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
discipline_str_mv | Informatik |
format | Book |
fullrecord | <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>02177nam a2200577zc 4500</leader><controlfield tag="001">BV022226005</controlfield><controlfield tag="003">DE-604</controlfield><controlfield tag="005">20131125 </controlfield><controlfield tag="007">t</controlfield><controlfield tag="008">070115s2006 xxuad|| |||| 00||| eng d</controlfield><datafield tag="010" ind1=" " ind2=" "><subfield code="a">2006041662</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">1568812663</subfield><subfield code="c">alk. paper</subfield><subfield code="9">1-56881-266-3</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781568812663</subfield><subfield code="9">978-1-56881-266-3</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)728179385</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(DE-599)BVBBV022226005</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">DE-604</subfield><subfield code="b">ger</subfield><subfield code="e">aacr</subfield></datafield><datafield tag="041" ind1="0" ind2=" "><subfield code="a">eng</subfield></datafield><datafield tag="044" ind1=" " ind2=" "><subfield code="a">xxu</subfield><subfield code="c">US</subfield></datafield><datafield tag="049" ind1=" " ind2=" "><subfield code="a">DE-29T</subfield><subfield code="a">DE-91G</subfield><subfield code="a">DE-898</subfield><subfield code="a">DE-858</subfield><subfield code="a">DE-863</subfield></datafield><datafield tag="050" ind1=" " ind2="0"><subfield code="a">T385</subfield></datafield><datafield tag="082" ind1="0" ind2=" "><subfield code="a">006.6/93</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">ST 320</subfield><subfield code="0">(DE-625)143657:</subfield><subfield code="2">rvk</subfield></datafield><datafield tag="084" ind1=" " ind2=" "><subfield code="a">DAT 757f</subfield><subfield code="2">stub</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Real-time volume graphics</subfield><subfield code="c">Klaus Engel ... [u.a.]</subfield></datafield><datafield tag="246" ind1="1" ind2="3"><subfield code="a">Real time volume graphics</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Wellesley, Mass.</subfield><subfield code="b">Peters</subfield><subfield code="c">2006</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">XVII, 497 S.</subfield><subfield code="b">Ill., graph. Darst.</subfield><subfield code="c">24 cm</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="b">n</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="b">nc</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="500" ind1=" " ind2=" "><subfield code="a">Includes bibliographical references (p. 461-488) and index</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Affichage tridimensionnel</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Computação gráfica</subfield><subfield code="2">larpcal</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Infographie</subfield></datafield><datafield tag="650" ind1=" " ind2="7"><subfield code="a">Tempo-real</subfield><subfield code="2">larpcal</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Temps réel</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Computer graphics</subfield></datafield><datafield tag="650" ind1=" " ind2="4"><subfield code="a">Three-dimensional display systems</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Echtzeitsystem</subfield><subfield code="0">(DE-588)4131397-5</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Dreidimensionale Computergrafik</subfield><subfield code="0">(DE-588)4133691-4</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Volumen-Rendering</subfield><subfield code="0">(DE-588)4702113-5</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="650" ind1="0" ind2="7"><subfield code="a">Echtzeitverarbeitung</subfield><subfield code="0">(DE-588)4151002-1</subfield><subfield code="2">gnd</subfield><subfield code="9">rswk-swf</subfield></datafield><datafield tag="689" ind1="0" ind2="0"><subfield code="a">Dreidimensionale Computergrafik</subfield><subfield code="0">(DE-588)4133691-4</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2="1"><subfield code="a">Echtzeitsystem</subfield><subfield code="0">(DE-588)4131397-5</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="0" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="689" ind1="1" ind2="0"><subfield code="a">Volumen-Rendering</subfield><subfield code="0">(DE-588)4702113-5</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="1" ind2="1"><subfield code="a">Echtzeitverarbeitung</subfield><subfield code="0">(DE-588)4151002-1</subfield><subfield code="D">s</subfield></datafield><datafield tag="689" ind1="1" ind2=" "><subfield code="5">DE-604</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Engel, Klaus</subfield><subfield code="e">Sonstige</subfield><subfield code="4">oth</subfield></datafield><datafield tag="856" ind1="4" ind2="2"><subfield code="m">HBZ Datenaustausch</subfield><subfield code="q">application/pdf</subfield><subfield code="u">http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015437150&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA</subfield><subfield code="3">Inhaltsverzeichnis</subfield></datafield><datafield tag="999" ind1=" " ind2=" "><subfield code="a">oai:aleph.bib-bvb.de:BVB01-015437150</subfield></datafield></record></collection> |
id | DE-604.BV022226005 |
illustrated | Illustrated |
index_date | 2024-07-02T16:30:58Z |
indexdate | 2025-02-20T06:43:00Z |
institution | BVB |
isbn | 1568812663 9781568812663 |
language | English |
lccn | 2006041662 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-015437150 |
oclc_num | 728179385 |
open_access_boolean | |
owner | DE-29T DE-91G DE-BY-TUM DE-898 DE-BY-UBR DE-858 DE-863 DE-BY-FWS |
owner_facet | DE-29T DE-91G DE-BY-TUM DE-898 DE-BY-UBR DE-858 DE-863 DE-BY-FWS |
physical | XVII, 497 S. Ill., graph. Darst. 24 cm |
publishDate | 2006 |
publishDateSearch | 2006 |
publishDateSort | 2006 |
publisher | Peters |
record_format | marc |
spellingShingle | Real-time volume graphics Affichage tridimensionnel Computação gráfica larpcal Infographie Tempo-real larpcal Temps réel Computer graphics Three-dimensional display systems Echtzeitsystem (DE-588)4131397-5 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Volumen-Rendering (DE-588)4702113-5 gnd Echtzeitverarbeitung (DE-588)4151002-1 gnd |
subject_GND | (DE-588)4131397-5 (DE-588)4133691-4 (DE-588)4702113-5 (DE-588)4151002-1 |
title | Real-time volume graphics |
title_alt | Real time volume graphics |
title_auth | Real-time volume graphics |
title_exact_search | Real-time volume graphics |
title_exact_search_txtP | Real-time volume graphics |
title_full | Real-time volume graphics Klaus Engel ... [u.a.] |
title_fullStr | Real-time volume graphics Klaus Engel ... [u.a.] |
title_full_unstemmed | Real-time volume graphics Klaus Engel ... [u.a.] |
title_short | Real-time volume graphics |
title_sort | real time volume graphics |
topic | Affichage tridimensionnel Computação gráfica larpcal Infographie Tempo-real larpcal Temps réel Computer graphics Three-dimensional display systems Echtzeitsystem (DE-588)4131397-5 gnd Dreidimensionale Computergrafik (DE-588)4133691-4 gnd Volumen-Rendering (DE-588)4702113-5 gnd Echtzeitverarbeitung (DE-588)4151002-1 gnd |
topic_facet | Affichage tridimensionnel Computação gráfica Infographie Tempo-real Temps réel Computer graphics Three-dimensional display systems Echtzeitsystem Dreidimensionale Computergrafik Volumen-Rendering Echtzeitverarbeitung |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=015437150&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT engelklaus realtimevolumegraphics |
Inhaltsverzeichnis
THWS Würzburg Magazin
Signatur: |
1911 2015:0747 |
---|---|
Exemplar 1 | bestellbar aus dem Magazin Verfügbar Bestellen |