Showing results for "jon peddie"
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The History of Visual Magic in Computers
How it led to AI
- Series -
- History (R0)
2026
EN
Accessible
Have you ever watched a captivating adventure or science fiction movie, played an intricate and immersive computer game, or seen a TV commercial where objects like cars, gas pumps, or biscuits act like people and wondered, "How do they do that?" If so, then you've witnessed the magic of 3D worlds created by computers. It's a captivating field that blends artistry and technology to bring fictional worlds to life and this 2nd edition adds the unique combination of artistry, technology, and A...
Augmented Reality
Where We Will All Live
- Series -
- Computer Science (R0)
2023
EN
Accessible
This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR), mixed reality (MR) and extended reality (XR).The author presents AR from its initial philosophies and early developments, and in this updated 2nd edition discusses the latest advances and the ramifications they bring and the impact they have on modern society. He examines the new companies t...
- Series -
- Computer Science (R0)
2023
EN
Accessible
This third book in the three-part series on the History of the GPU covers the second to sixth eras of the GPU, which can be found in anything that has a display or screen. The GPU is now part of supercomputers, PCs, Smartphones and tablets, wearables, game consoles and handhelds, TVs, and every type of vehicle including boats and planes.In the early 2000s the number of GPU suppliers consolidated to three whereas now, the number has expanded to almost 20. In 2022 the GPU ma...
- Series -
- Computer Science (R0)
2023
EN
Accessible
This is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of t...
- Series -
- Computer Science (R0)
2023
EN
Accessible
This is the second book in a three-part series that traces the development of the GPU, which is defined as a single chip with an integrated transform and lighting (T&L) capability. This feature previously was found in workstations as a stand-alone chip that only performed geometry functions. Enabled by Moore’s law, the first era of GPUs began in the late 1990s.Silicon Graphics (SGI) introduced T&L first in 1996 with the Nintendo 64 chipset with integrated T&L but didn’t follow thro...
- Series -
- Computer Science (R0)
2019
EN
This is the first book to offer a comprehensive overview for anyone wanting to understand the benefits and opportunities of ray tracing, as well as some of the challenges, without having to learn how to program or be an optics scientist.It demystifies ray tracing and brings forward the need and benefit of using ray tracing throughout the development of a film, product, or building — from pitch to prototype to marketing.Ray Tracing and Rendering clarifies the differ...
The History of Visual Magic in Computers
How Beautiful Images are Made in CAD, 3D, VR and AR
2013
EN
If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer.3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artis...
Augmented Reality
Where We Will All Live
- Series -
- Computer Science (R0)
2017
EN
This book provides an in-depth exploration of the field of augmented reality (AR) in its entirety and sets out to distinguish AR from other inter-related technologies like virtual reality (VR) and mixed reality (MR).The author presents AR from its initial philosophies and early developments, to its current technologies and its impact on our modern society, to its possible future developments; providing readers with the tools to understand issues relating to defining, building, and ...
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DIY Satellite Platforms
Building a Space-Ready General Base Picosatellite for Any Mission
2012
EN
Want to build your own satellite and launch it into space? It’s easier than you may think. The first in a series of four books, this do-it-yourself guide shows you the essential steps needed to design a base picosatellite platform—complete with a solar-powered computer-controlled assembly—tough enough to withstand a rocket launch and survive in orbit for three months.Whether you want to conduct scientific experiments, run engineering tests, or present an orbital art project, you’ll...
- by
- GPRSG
2012
EN
If you’re a technology fan then this book is a very interesting read for the technical and importantly there are some interesting illustrations for the non technical person alike. The topic discusses a global view of picture recognition technology to interest both the technical and non technical reader giving a very good insight into this very interesting area of technology with some technical and real life experience of methods and knowledge obtained through working on real time d...
DIY Instruments for Amateur Space
Inventing Utility for Your Spacecraft Once It Achieves Orbit
2013
EN
What can you measure and what are your limits when orbiting in space? Learn about what physical quantities you can measure and what types of sensors you can buy or build. We cover the 5 essential design limits as well: power, bandwidth, resolution, computing... and legal limitations. Explore what you can play with using your own personal satellite.
3D Movie Making
Stereoscopic Digital Cinema from Script to Screen
2012
EN
Accessible
Hollywood is going 3D! Join the revolution with this primer to all of the essential skills for live action 3D, from preproduction through distribution.3D perception and science is presented in an accessible way that provides the principles of Stereoscopic vision you need to make the transition from the 2D world. Tools of the trade are enumerated with an eye on current constraints and what is coming down the pike to smooth the way. Step-by-step instructions detail how 3D processes af...











