Books on the topic 'Digital 3d technology'

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1

3D Movie Making. San Diego: Elsevier Science & Technology, 2010.

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2

Uray, Peter. From 3D point clouds to surfaces and volumes: Dissertation. Wien: Oldenbourg, 1997.

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3

Dobbins, Patria. 3D rendering in computer graphics. Delhi: White Word Publications, 2012.

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4

Watanabe, Masahiro. 3D no jidai. Tōkyō: Iwanami Shoten, 2010.

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5

3D movie making: Stereoscopic digital cinema from script to screen. Burlington, MA: Focal Press, 2009.

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6

Lin, Norman. Advanced Linux 3D graphics programming. Plano, Tex: Wordware Pub., 2001.

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7

3D game programming all in one. 2nd ed. Boston, MA: Thomson/Course Technology, 2007.

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8

3D game programming all in one. Boston, MA: Thomson/Course Technology, 2004.

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9

Ohser, Joachim. 3D images of materials structures: Processing and analysis. Weinheim: Wiley-VCH, 2009.

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10

Learn 3D design on the Macintosh. New York: Wiley, 1996.

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11

MacGillivray, Carol. 3D for the Web. San Diego: Elsevier Science & Technology, 2010.

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12

Anthony, Head, ed. 3D for the Web: Interactive 3D animation using 3ds max, Flash and Director. Amsterdam: Elsevier Focal Press, 2005.

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13

1936-, Huang Thomas S., ed. 3D face processing: Modeling, analysis, and synthesis. Boston: Kluwer Academic Publishers, 2004.

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14

Mullen, Tony. 3D for iPhone Apps with Blender and SIO2. New York: John Wiley & Sons, Ltd., 2010.

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15

3D for iPhone apps with Blender and SIO2: Your guide to creating 3D games and more with open-source software. Indianapolis, Ind: Wiley Pub., 2010.

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16

Cappellini, Vito, ed. Electronic Imaging & the Visual Arts. EVA 2013 Florence. Florence: Firenze University Press, 2013. http://dx.doi.org/10.36253/978-88-6655-372-4.

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Important Information Technology topics are presented: multimedia systems, data-bases, protection of data, access to the content. Particular reference is reserved to digital images (2D, 3D) regarding Cultural Institutions (Museums, Libraries, Palace – Monuments, Archaeological Sites). The main parts of the Conference Proceedings regard: Strategic Issues, EC Projects and Related Networks & Initiatives, International Forum on “Culture & Technology”, 2D – 3D Technologies & Applications, Virtual Galleries – Museums and Related Initiatives, Access to the Culture Information. Three Workshops are related to: International Cooperation, Innovation and Enterprise, Creative Industries and Cultural Tourism.
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17

UVA: 3D Representations for Visualizing Digital Collections. Mexico: Universidad de las Americas - Puebla, 2007.

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18

Dayley, Lisa DaNae. Photoshop Extended Video and 3D Bible. Wiley & Sons, Incorporated, John, 2010.

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19

Photoshop Extended Video and 3D Bible. New York: John Wiley & Sons, Inc., 2008.

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20

Dayley, Lisa DaNae. Photoshop Extended Video and 3D Bible. Wiley & Sons, Incorporated, John, 2008.

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21

Mendiburu, Bernard. 3D Movie Making: Stereoscopic Digital Cinema from Script to Screen. Taylor & Francis Group, 2012.

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22

Mendiburu, Bernard. 3D Movie Making: Stereoscopic Digital Cinema from Script to Screen. Taylor & Francis Group, 2012.

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23

Mendiburu, Bernard. 3D Movie Making: Stereoscopic Digital Cinema from Script to Screen. Taylor & Francis Group, 2017.

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24

Mendiburu, Bernard. 3D Movie Making: Stereoscopic Digital Cinema from Script to Screen. Taylor & Francis Group, 2012.

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25

Tecnologías libres para síntesis de imagen digital tridimensional. Ciudad Real, Spain: Self publishing, 2006.

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26

US GOVERNMENT. Forum on Research & Technology Advances in Digital Libraries: Proceedings - (3D: 1996: Washington, Dc). IEEE Computer Society Press, 1996.

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27

Handbook on printing technology : (offset, flexo, gravure, screen, digital, 3D printing) - 3. edición revisada. Asia Pacific Business Press, 2017.

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28

Schladitz, Katja, and Joachim Ohser. 3D Images of Materials Structures: Processing and Analysis. Wiley & Sons, Limited, John, 2010.

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29

Schladitz, Katja, and Joachim Ohser. 3D Images of Materials Structures: Processing and Analysis. Wiley & Sons, Incorporated, John, 2009.

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30

Schladitz, Katja, and Joachim Ohser. 3D Images of Materials Structures: Processing and Analysis. Wiley-VCH, 2008.

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31

Derakhshani, Dariush. Introducing Maya 5: 3D for Beginners. Sybex, 2003.

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32

(Editor), L. Beolchi, and M. H. Kuhn (Editor), eds. Medical Imaging, Analysis of Multimodality 2D/3D Images (Studies in Health Technology and Informatics, 19). Ios Pr Inc, 1995.

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33

Haigh-Hutchinson, Mark. Real-Time Cameras, First Edition (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2008.

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34

Wen, Zhen. 3D Face Processing: "Modeling, Analysis And Synthesis". Springer, 2010.

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35

Huang, Thomas S. 3D Face Processing: Modeling, Analysis and Synthesis. Springer London, Limited, 2006.

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36

Heath, Sebastian, ed. DATAM: Digital Approaches to Teaching the Ancient Mediterranean. The Digital Press at the University of North Dakota, 2020. http://dx.doi.org/10.31356/dpb016.

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DATAM: Digital Approaches to Teaching the Ancient Mediterranean provides a series of new critical studies that explore digital practices for teaching the Ancient Mediterranean world at a wide range of institutions and levels. These practical examples demonstrate how gaming, coding, immersive video, and 3D imaging can bridge the disciplinary and digital divide between the Ancient world and contemporary technology, information literacy, and student engagement. While the articles focus on Classics, Ancient History, and Mediterranean archaeology, the issues and approaches considered throughout this book are relevant for anyone who thinks critically and practically about the use of digital technology in the college level classroom. DATAM features contributions from Sebastian Heath, Lisl Walsh, David Ratzan, Patrick Burns, Sandra Blakely, Eric Poehler, William Caraher, Marie-Claire Beaulieu and Anthony Bucci as well as a critical introduction by Shawn Graham and preface by Society of Classical Studies Executive Director Helen Cullyer.
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37

Huang, Thomas S., and Zhen Wen. 3D Face Processing: Modeling, Analysis and Synthesis (The International Series in Video Computing). Springer, 2004.

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38

Unity Virtual Reality Projects: Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D. Packt Publishing, 2015.

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39

Cowhey, Peter F., and Jonathan D. Aronson. Information and Production Disruptions. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190657932.003.0002.

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Digital technology (digital DNA) has catalyzed information and production disruptions—ranging from cloud computing and machine learning to 3D printers—that are sweeping across firms and markets. Special attention is paid to competition dynamics in digital markets and the creation of a trusted digital environment for digital privacy and cybersecurity. A new system of innovation, digital platform clusters, is emerging that will change both global industrial and regional growth patterns, even in traditional industries like farming. Discussions of the automotive and electric grid industries illustrate the new dynamics. The fate of this new innovation system will depend on making smart choices about national and global economic governance.
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40

Thomson-Jones, Katherine. Image in the Making. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780197567616.001.0001.

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Human beings have always made images, and to do so they have developed and refined an enormous range of artistic tools and materials. With the development of digital technology, the ways of making images—whether they are still or moving, 2D or 3D—have evolved at an unprecedented rate. At every stage of image making, artists now face a choice between using analog and using digital tools. Yet a digital image need not look digital; and likewise, a handmade image or traditional photograph need not look analog. If we do not see the artist’s choice between the analog and the digital, what difference can this choice make for our appreciation of images in the digital age? Image in the Making answers this question by accounting for the fundamental distinction between the analog and the digital; by explicating the technological realization of this distinction in image-making practice; and by exploring the creative possibilities that are distinctive of the digital. The case is made for a new kind of appreciation in the digital age. In appreciating the images involved in every digital art form—from digital video installation to net art to digital cinema—there is a basic truth that we cannot ignore: the nature and technology of the digital expands both what an image can be as an image and what an image can be for us.
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41

Badano, Luigi P., Roberto M. Lang, and Alexandra Goncalves. Three-dimensional echocardiography. Oxford University Press, 2016. http://dx.doi.org/10.1093/med/9780198726012.003.0007.

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The advent of fully-sampled matrix array transthoracic transducers has enabled advanced digital processing and improved image formation algorithms and brought three-dimensional echocardiography (3DE) technology into clinical practice. Currently, 3DE is recognized as an important echocardiographic technique, demonstrated to be superior to two-dimensional echocardiography in various clinical scenarios. This chapter focuses on the technology of 3DE matrix transducers, physics of 3D imaging, data set acquisition (multiplane, real-time, full-volume, zoom, and colour), and display (volume rendering, surface rendering and multislice) modalities. The chapter also addresses the issues of training in 3DE, and main clinical indications and reporting of transthoracic and transoesophageal 3DE.
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42

Cameron, Alicia. Building an Innovation Hotspot. CSIRO Publishing, 2022. http://dx.doi.org/10.1071/9781486315253.

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How can you increase innovation at local levels and build new technology hotspots? Building an Innovation Hotspot outlines the approaches governments, communities and industry have used to stimulate innovation and examines the evidence behind them. It also identifies real-world examples where these approaches have worked and where they have failed. As future industries will be built on new technologies – particularly digital technologies – the final chapters of this book consider how artificial intelligence, blockchain, augmented and virtual reality, and 3D printing might change not just where innovation occurs, but innovation itself. Stimulating innovation will be key to addressing our future needs in the shadow of the COVID-19 pandemic and in tackling the all-pervasive impacts of climate change. This is an essential book for anyone looking to build their local economy and compete in a more globalised world connected by the next wave of digital technology.
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43

Gerth, Sebastian, and Lars Heim. Entrepreneurship der Zukunft: Digitale Technologie und der Wandel Von Geschäftsmodellen. Springer Fachmedien Wiesbaden GmbH, 2022.

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44

Armstrong, Christopher, ed. Collision Reconstruction Methodologies Volume 10A: Pedestrian Collisions. SAE International, 2018. http://dx.doi.org/10.4271/9780768095302.

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The last ten years have seen explosive growth in the technology available to the collision analyst, changing the way reconstruction is practiced in fundamental ways. The greatest technological advances for the crash reconstruction community have come in the realms of photogrammetry and digital media analysis. The widespread use of scanning technology has facilitated the implementation of powerful new tools to digitize forensic data, create 3D models and visualize and analyze crash vehicles and environments. The introduction of unmanned aerial systems and standardization of crash data recorders to the crash reconstruction community have enhanced the ability of a crash analyst to visualize and model the components of a crash reconstruction. Because of the technological changes occurring in the industry, many SAE papers have been written to address the validation and use of new tools for collision reconstruction. Collision Reconstruction Methodologies Volumes 1-12 bring together seminal SAE technical papers surrounding advancements in the crash reconstruction field. Topics featured in the series include: • Night Vision Study and Photogrammetry • Vehicle Event Data Recorders • Motorcycle, Heavy Vehicle, Bicycle and Pedestrian Accident Reconstruction The goal is to provide the latest technologies and methodologies being introduced into collision reconstruction - appealing to crash analysts, consultants and safety engineers alike.
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45

Arera-Rütenik, Tobias, Stefan Breitling, Rainer Drewello, Mona Hess, and Gerhard Vinken, eds. The Centre for Heritage Conservation Studies and Technologies 2016-2018. University of Bamberg Press, 2021. http://dx.doi.org/10.20378/irb-49842.

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The Centre for Heritage Conservation Studies and Technologies (KDWT) was founded in spring 2016 as a central research institute of the Otto Friedrich University Bamberg. The core tasks of the KDWT are the expansion of knowledge and technology transfer to non-university research in-stitutions, business and crafts, the expansion of technical excellence, the supplementation of the range of courses, the support in research, teaching, transfer and service in terms of content and technical equipment as well in the internationalisation of research. The centre is divided into four departments: Monument Preservation, Digital Heritage Technologies, Building Research and Res-toration Science and thus covers both the foundations in the humanities as well as engineering and scientific approaches. The first volume of the “Reports of the KDWT” series presents the technically diverse work of the first two and a half years since the KDWT was established in a format with colour illustrations. Four main chapters represent the four departments mentioned. First, the fundamental aims and focus of each subject are outlined. This is followed by individual presentations of the respective re-search projects, which also would like to bring the content closer to the non-expert reader, especially through the illustrations provided. For a better overview, basic information and thematically linked publications have been added to the projects. For example, the Monument Preservation department reports on various projects related to the theme, city and heritage conservation, addresses participatory heritage protection, emotions and heritage as well as a municipal monument plan for Bavaria, to name just a few. The digital heritage technologies outline projects in the area of 3D documentation. The building research area analy-ses large medieval buildings, develops concepts for building preservation and improves technical skills in building analysis. Finally, the area of restoration science explains the use of non-destructive methods of investigation and microanalysis based on international and local projects, be they Sin-ghalese temple sites, European cathedrals or medieval textiles from the Bamberg cathedral treasury. The aim of the project presentations is to clarify to what extent each sub-area represents the KDWT with extraordinary, professionally sound experience and expertise in teaching, research and above all in practice. In order to do justice to the extensive transfer, networking and research activities of the individual members, a fifth main chapter lists all individual services in alphabetical order until mid-2018.
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