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1

Magnenat-Thalmann, Nadia, and Daniel Thalmann, eds. Computer-Generated Images. Tokyo: Springer Japan, 1985. http://dx.doi.org/10.1007/978-4-431-68033-8.

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2

Bigand, André, Julien Dehos, Christophe Renaud, and Joseph Constantin. Image Quality Assessment of Computer-generated Images. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-73543-6.

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3

Cartwright, Paul. Realisation of computer generated integral three dimensional images. Leicester: De Montfort University, 2000.

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4

Smarandache, Florentin. Hieroglyphs & diagrams: Computer-generated outer-art : composed, found, changed, modified, alternated computer-programmed images. Gallup, NM: F. Smarandache, 2006.

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5

Magnenat-Thalmann, Nadia. Computer-Generated Images: The State of the Art Proceedings of Graphics Interface '85. Tokyo: Springer Japan, 1985.

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6

Napleton, Steven. The technological and aesthetic impact of computer-generated images on the Hollywood cinema. London: University of East London, 2000.

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7

The colourful world of computer-generated images, visual interaction and visual communication: Computer graphics in practice ; technology transfer bridging research to new products, sciences and applications on the global market. Darmstadt: Europ. Wirtschafts-Verl., 2004.

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8

Huber, Dieter. Klones: Computergenerierte Fotoarbeiten = computer generated photographs. Nürnberg: Verlag für Moderne Kunst, 1997.

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9

Hall, Roy. Illumination and Color in Computer Generated Imagery. New York, NY: Springer New York, 1989. http://dx.doi.org/10.1007/978-1-4612-3526-2.

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10

Hall, Roy. Illumination and Color in Computer Generated Imagery. New York, NY: Springer New York, 1989.

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11

Hall, Roy. Illumination and color in computer generated imagery. New York: Springer-Verlag, 1989.

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12

Center, Ames Research, ed. Transport delay compensation for computer-generated imagery systems. Moffett Field, Calif: National Aeronautics and Space Administration, Ames Research Center, 1988.

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13

Williams, Edward. The effects of computer generated imagery on film. London: LCP, 1999.

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14

V, Golub M., ed. Laser beam mode selection by computer generated holograms. Boca Raton, Fla: CRC Press, 1994.

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15

Drew, Wells, ed. Ray Tracing Creations: Generate 3D Photorealistic Images on the PC. 2nd ed. Corte Madera, CA: Waite group Press, 1994.

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16

1955-, Young Chris, ed. Ray Tracing Creations: Generate 3-D Photorealistic Images on the PC. Corte Madera, CA: Waite Group Press, 1993.

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17

Osipenko, Georgiy. Computer-oriented methods of dynamic systems. ru: INFRA-M Academic Publishing LLC., 2023. http://dx.doi.org/10.12737/1912470.

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The methods of studying the global properties of dynamic systems based on the construction of a symbolic image of this system are considered. A symbolic image is an oriented graph, which is an approximation to a dynamical system and is constructed by discretizing the phase space. The symbolic dynamics generated by the oriented graph reflects the dynamics of the system under study. The symbolic image is a tool of theoretical research and the basis of computer-oriented methods for the numerical study of nonlocal properties of dynamical systems. Meets the requirements of the federal state educational standards of higher education of the latest generation. For students of higher educational institutions studying in the field of Applied Mathematics and Computer Science. It will be useful for graduate students and researchers studying dynamical systems and their applications.
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18

D, Phillips James, and Ames Research Center, eds. A computational method to model radar return range in a polygonally based, computer-generated-imagery simulation. Moffett Field, Calif: National Aeronautics and Space Administration, Ames Research Center, 1986.

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19

Hubbell, Gerald R. Scientific Astrophotography: How Amateurs Can Generate and Use Professional Imaging Data. New York, NY: Springer New York, 2013.

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20

Loughnane, James Cathal. Reality bytes: A study of the emergence and progression of computer generated imagery within the motion picture industry. Dublin: National College of Art and Design, 1998.

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21

Moving media storage technologies: Applications & workflows for video and media server platforms. Burlington, MA: Focal Press, 2011.

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22

1953-, Deb Sagarmay, ed. Multimedia systems and content-based image retrieval. Hershey, PA: Idea Group Publishing, 2004.

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23

Oge, Marques, ed. Handbook of video databases: Design and applications. Boca Raton: CRC Press, 2003.

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24

Vetter, Thomas, and Mirella Walker. Computer-Generated Images in Face Perception. Oxford University Press, 2011. http://dx.doi.org/10.1093/oxfordhb/9780199559053.013.0020.

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25

Bigand, André, Julien Dehos, Christophe Renaud, and Joseph Constantin. Image Quality Assessment of Computer-generated Images: Based on Machine Learning and Soft Computing. Springer, 2018.

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26

Computer-Generated Images: The State of the Art (Proceedings of Graphics Interface 85). Springer, 1985.

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27

Weiler. Creating with Code: A Fun Exploration of Computer-Generated Images and Machine Learning. Orange Loop Press, 2021.

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28

Bradley, Timothy J. FX!: Computer-Generated Imagery. Teacher Created Materials, Incorporated, 2017.

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29

Chase, Frank. MY BRYCE Computer Generated Imagery. Independently Published, 2018.

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30

Chase, Frank. MY BRYCE Computer Generated Imagery Volume Two. Independently Published, 2018.

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31

Illumination and Color in Computer Generated Imagery. Springer, 2011.

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32

Chase, Frank. MY BRYCE Computer Generated Imagery Volume One. Independently Published, 2018.

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33

National Aeronautics and Space Administration (NASA) Staff. Transport Delay Compensation for Computer-Generated Imagery Systems. Independently Published, 2018.

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34

CGI: The Art of the 3d Computer-Generated Image. Harry N. Abrams, 2004.

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35

Walley, Jonathan. Cinema Expanded. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190938635.001.0001.

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Cinema Expanded: Avant-Garde Film in the Age of Intermedia is a comprehensive historical survey of expanded cinema from the mid-1960s to the present. It offers an historical and theoretical revision of the concept of expanded cinema, placing it in the context of avant-garde/experimental film history rather than the history of new media, intermedia, or multimedia. The book argues that while expanded cinema has taken an incredible variety of forms (including moving image installation, multi-screen films, live cinematic performance, light shows, shadow plays, computer-generated images, video art, sculptural objects, and texts), it is nonetheless best understood as an ongoing meditation by filmmakers on the nature of cinema, specifically, and on its relationship to the other arts. Cinema Expanded also extends its historical and theoretical scope to avant-garde film culture more generally, placing expanded cinema in that context while also considering what it has to tell us about the moving image in the art world and new media environment.
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36

Matsushima, Kyoji. Introduction to Computer Holography: Creating Computer-Generated Holograms as the Ultimate 3D Image. Springer, 2020.

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37

Carroll, Noël. Philosophy and the Moving Image. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190683306.001.0001.

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Philosophy and the Moving image is a collection of articles by Noël Carroll involving many of the ways in which the moving image – including cinema, television, video, and computer generated imagery – can intersect with philosophy. These intersections can include discussions of movies that do philosophy outright, and movies that illustrate philosophical themes as well as discussions various philosophical issues that moving-image practices can provoke. The book shows that movies make contact with many of the established branches of philosophy, including metaphysics, epistemology, philosophical psychology, ethics, political philosophy, and the philosophy of the arts, specifically music and dance. The book also includes essays on the history of the philosophy of motion pictures, discussing the work of Balász, Eisenstein, Cavell, and Danto.
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38

Holliday, Christopher. The Computer-Animated Film. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474427883.001.0001.

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The Computer-Animated Film: Industry, Style and Genre is the first academic work to examine the genre identity of the computer-animated film, a global phenomenon of popular cinema that first emerged in the mid-1990s at the intersection of feature-length animated cinema and Computer-Generated Imagery (CGI). Widely credited for the revival of feature-length animated filmmaking within contemporary Hollywood, computer-animated films are today produced within a variety of national contexts and traditions. Covering thirty years of computer-animated film history, and analysing over 200 different examples, The Computer-Animated Film: Industry, Style and Genre argues that this international body of work constitutes a unique genre of mainstream cinema. It applies, for the very first time, genre theory to the landscape of contemporary digital animation, and identifies how computer-animated films can be distinguished in generic terms. This book therefore asks fundamental questions about the evolution of film genre theory within both animation and new media contexts. Informed by wider technological discourses and the status of animation as an industrial art form, The Computer-Animated Film: Industry, Style and Genre not only theorises computer-animated films through their formal properties, but connects elements of film style to animation practice and the computer-animated film’s unique production contexts.
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39

SOC, William E. Hines. Job Descriptions for Film, Video & Cgi (Computer Generated Imagery): Responsibilities and Duties for the Cinematic Craft Categories and Classifications. 5th ed. Ed Venture Books, 1998.

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40

Parfitt-Brown, Clare. An Australian in Paris. Edited by Melissa Blanco Borelli. Oxford University Press, 2014. http://dx.doi.org/10.1093/oxfordhb/9780199897827.013.005.

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Reviewers of Baz Luhrmann’sMoulin Rouge!(2001) often claimed to be bombarded, overloaded, or pathologically infected by the film’s rapid-fire imagery and eclectic cultural references. This chapter explores these visceral experiences of spectatorship, focusing on the film’s dance sequences. It argues that in these sequences, choreography and digital technology (including computer-generated imagery and editing) combine to allow spectators to physically experience on-screen bodies that are historically and culturally complex, distant, and “other.” Alison Landsberg’s notion of “prosthetic memory” (2004) suggests that films can physically connect spectators with pasts and memories they have not directly experienced. This chapter argues thatMoulin Rouge!achieves this physical connection by tapping into, and updating, a bohemian tradition of cross-cultural and transhistorical self-performance.
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41

Cohan, Steven. Monstrous Hollywood. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190865788.003.0005.

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This chapter is the mirror image of the previous one. It looks at narratives about has-been female stars in the context of the studio system’s demise during the 1950s and 1960s. These somewhat later backstudios depict the agency and sexuality of an older female star, who no longer has the safe haven of the studio to control or at least cushion her excessive behavior, as a “monstrous” perversion of femininity. In these films the mature female star personifies the incoherence of the Hollywood brand as a result of the studio system’s implosion, just as her excessive figure is treated as its cause, not its symptom. The chapter closes with a glance at the millennial backstudio, S1m0ne (2002), which takes as its premise the possibility of a computer-generated star and which registers the same anxieties about powerful female actors that these midcentury backstudios enact.
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42

Digital Media Processing for Multimedia Interactive Services: Proceedings of the 4th European Workshop on Image Analysis for Multimedia Interactive Services ... University of London, Uk 9 - 11 April 2003. World Scientific Publishing Company, 2003.

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43

Deb, Sagarmay. Multimedia Systems and Content-Based Image Retrieval. Information Science Publishing, 2003.

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44

Sexton, Jamie. Music, Sound and Multimedia: From the Live to the Virtual. Music and the Moving Image. Edinburgh University Press, 2007.

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45

Music, Sound and Multimedia: From the Live to the Virtual (Music and the Moving Image). Edinburgh University Press, 2008.

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46

(Editor), Borko Furht, and Oge Marques (Editor), eds. Handbook of Video Databases: Design and Applications. CRC, 2003.

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