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    Encyclopedia of Computer Graphics and Games

    Encyclopedia of Computer Graphics and Games by Lee, Newton;

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      • Publisher's listprice EUR 1390.99
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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number 1st ed. 2024
    • Publisher Springer
    • Date of Publication 10 December 2023
    • Number of Volumes 3 pieces, Book

    • ISBN 9783031231599
    • Binding Hardback
    • No. of pages2115 pages
    • Size 254x178 mm
    • Weight 5639 g
    • Language English
    • Illustrations 126 Illustrations, black & white; 780 Illustrations, color
    • 569

    Categories

    Long description:

    Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games.

    Editor

    Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA 

     

    Academic Co-Chairs

    Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA

    Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada

    Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA


    Industry Co-Chairs

    Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan

    Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany

     

    Editorial Board Members

    Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia

    Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA

    Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey

    Anthony L. Brooks, Aalborg University, Aalborg, Denmark

    Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey

    Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland

    Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India

    Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy

    Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK

    Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy

    Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China

    Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA

    Chris Joslin, Carleton University, Ottawa, Canada

    Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada

    Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK

    Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy

    Tim McGraw, Purdue University, West Lafayette, IN, USA

    George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece

    Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France

    Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy

    Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria

    Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA

    Ruck Thawonmas, Ritsumeikan University, Shiga, Japan

    Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia

    Rojin Vishkaie, Amazon, Seattle, WA, USA

    Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK

    Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan


    Editorial Board Intern

    Sam Romershausen, Vincennes University, Vincennes, IN, USA

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    Table of Contents:

    B-Splines.- Constrained Edges and Delaunay Triangulation.- Delaunay Triangulation.- Modeling and Mesh Processing for Games.- Pencils of Spheres in the Minkowski-Lorentz Spaces.- Planetary Generation in Games.- Poisson-Disk Sampling: Theory and Applications.- Shape Deformation Models.- Sketch-Based Posing for 3D Animation.- Spheres, AABB, and OOBB as Bounding Volume Hierarchies.- The New Age of Procedural Texturing.- UV Map Generation on Triangular Mesh.- 3D Modelling Through Photogrammetry in Cultural Heritage.- 3D Printing, History of.- 3D Visualization Interface for Temporal Analysis of Social Media.- 3D-Rendered Images and Their Application in the Interior Design.- Deep Learning Algorithms for 3D Reconstruction.- Emotion-based Facial Recognition for Mental Health Status.- Tactile Visualization and 3D Printing for Education.- Technologies for the Design Review Process.- Artistic Data Visualization in the Making.- Computer Graphics, Video Games, and Gamification Impacting.- (Re)Habilitation, Healthcare, and Inclusive Well-Being.- Imagineering Ceramic Pottery Using Computer Graphics.- Universal Design, Design for All, Inclusive Design.- 3D Game Asset Generation of Historical Architecture Through Photogrammetry.- 3D Puzzle Games in Extended Reality Environments.- Academic and Video Game Industry ?Divide?.- Agile Mentality at Game Development.- Among Us and Its Popularity During COVID-19 Pandemic.- Analog Prototyping for Digital Game Design.- Animal Crossing: New Horizons and Its Popularity During COVID-19 Pandemic.- Animation Strategies for Game Design.- Builder Games.- Challenge-Based Learning in a Serious Global Game.- Comic Arts in Games, Asset Production, and Rendering.- Dark Souls Through the Lens of Essential Experience.- Dead Space Through the Lens of Resonance.- Defining Hands-On Practice as Game-Based Learning.- Defining Hands-on Practice as Game-based Learning: A Probable Concept on Information-based Image Development on Virtual Reality Platform.- Design Framework for Learning to Support Industry 4.0.- Design of Alienation in Video Games.- Domain-specific Choices Affecting Design Effort in Gamification.- Educational Game Abz? and the Lens of Fun Learning.- Effects of Digital Games on Mental Health of Gamers.- Emotion in Games.- Evolution of Video Games to Interactive Cinema.- Fuzzy Logic for Gaming and Entertainment Applications.- Game Behind Online Gaming.- Game Design and Emotions: Analysis Models.

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