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Главная » 2009 » Лютий » 28 » Visualizing Quaternions [en]
Visualizing Quaternions [en]
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Hardcover: 600 pages

Publisher: Morgan Kaufmann; 1 edition (January 31, 2006)

Language: English

ISBN-10: 0120884003

ISBN-13: 978-0120884001

The game industry is a powerful and driving force in the evolution of computer technology. As the capabilities of personal computers, peripheral hardware, and game consoles have grown, so has the demand for quality information about the algorithms, tools, and descriptions needed to take advantage of this new technology. To satisfy this demand and establish a new level of professional reference for thegamedeveloper,wecreatedthe Morgan Kaufmann Series in Interactive 3D Technology. Books in the series are written for developers by leading industry professionals and academic researchers, and cover the state of the art in real-time 3D. The series emphasizes practical, working solutions and solid software-engineering principles. The goal is for the developer to be able to implement real systems from the fundamental ideas, whether it be for games or for other applications.

ANDREW J. HANSON is a professor of computer science at Indiana University in Bloomington, Indiana, and has taught courses in computer graphics, computer vision, programming languages, and scientific visualization. He received a BA in chemistry and physics from Harvard College in 1966 and a PhD in theoretical physics from MIT in 1971. Before coming to Indiana University, he did research in theoretical physics at the Institute for Advanced Study, Cornell University, the Stanford Linear Accelerator Center, and the Lawrence-Berkeley Laboratory, and then in computer vision at the SRI Artificial Intelligence Center in Menlo Park, CA. He has published a wide variety of technical articles concerning problems in theoretical physics, machine vision, computer graphics, and scientific visualization methods. His current research interests include scientific visualization (with applications in mathematics,
cosmology and astrophysics, special and general relativity, and string theory), optimal model selection, machine vision, computer graphics, perception, collaborative methods in virtual reality, and the design of interactive user interfaces for virtual reality and visualization applications.
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