Download or read book Medicine Meets Virtual Reality 15 written by J.D. Westwood and published by IOS Press. This book was released on 2007-01-18 with total page 548 pages. Available in PDF, EPUB and Kindle. Book excerpt: Our culture is obsessed with design. Sometimes designers can fuse utility and fantasy to make the mundane appear fresh—a cosmetic repackaging of the same old thing. Because of this, medicine—grounded in the unforgiving realities of the scientific method and peer review, and of flesh, blood, and pain—can sometimes confuse “design” with mere “prettifying.” Design solves real problems, however. This collection of papers underwrites the importance of design for the MMVR community, within three different environments: in vivo, in vitro and in silico. in vivo: we design machines to explore our living bodies. Imaging devices, robots, and sensors move constantly inward, operating within smaller dimensions: system, organ, cell, DNA. in vitro: Using test tubes and Petri dishes, we isolate in vivo to better manipulate and measure biological conditions and reactions. in silico: We step out of the controlled in vitro environment and into a virtual reality. The silica mini-worlds of test tubes and Petri dishes are translated into mini-worlds contained within silicon chips. The future of medicine remains within all three environments: in vivo, in vitro, and in silico. Design is what makes these pieces fit together—the biological, the informational, the physical/material—into something new and more useful.
Download or read book Computer Vision and Graphics written by Leonard Bolc and published by Springer Science & Business Media. This book was released on 2010-09-13 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: supporting the Conference.
Download or read book Discrete Geometry for Computer Imagery written by Nicolas Normand and published by Springer. This book was released on 2016-04-08 with total page 449 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 19th IAPR International Conference on Discrete Geometry for Computer Imagery, DGCI 2016, held in Nantes, France, in April 2016. The 32 revised full papers presented together with 2 invited talks were carefully selected from 51 submissions. The papers are organized in topical sections on combinatorial tools; discretization; discrete tomography; discrete and combinatorial topology; shape descriptors; models for discrete geometry; circle drawing; morphological analysis; geometric transforms; and discrete shape representation, recognition and analysis.
Download or read book Creativity in Intelligent Technologies and Data Science written by Alla Kravets and published by Springer. This book was released on 2017-08-28 with total page 886 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the Second Conference on Creativity in Intelligent Technologies and Data Science, CIT&DS 2017, held in Volgograd, Russia, in September 2017. The 58 revised full papers and two keynote papers presented were carefully reviewed and selected from 194 submissions. The papers are organized in topical sections on Knowledge Discovery in Patent and Open Sources for Creative Tasks; Open Science Semantic Technologies; Computer Vision and Knowledge-Based Control; Pro-Active Modeling in Intelligent Decision Making Support; Data Science in Energy Management and Urban Computing; Design Creativity in CASE/CAI/CAD/PDM; Intelligent Internet of Services and Internet of Things; Data Science in Social Networks Analysis; Creativity and Game-Based Learning; Intelligent Assistive Technologies: Software Design and Application.
Download or read book Game Engine Gems Volume One written by Eric Lengyel and published by Jones & Bartlett Publishers. This book was released on 2010-03-05 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Engine Gems brings together in a single volume dozens of new articles from leading professionals in the game development industry. Each "gem" presents a previously unpublished technique related to game engines and real-time virtual simulations. Specific topics include rendering techniques, shaders, scene organization, visibility determination, collision detection, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. A CD-ROM containing all the source codes and demos accompanies the book.
Download or read book Real Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Download or read book Accelerating MATLAB with GPU Computing written by Jung W. Suh and published by Newnes. This book was released on 2013-11-18 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: Beyond simulation and algorithm development, many developers increasingly use MATLAB even for product deployment in computationally heavy fields. This often demands that MATLAB codes run faster by leveraging the distributed parallelism of Graphics Processing Units (GPUs). While MATLAB successfully provides high-level functions as a simulation tool for rapid prototyping, the underlying details and knowledge needed for utilizing GPUs make MATLAB users hesitate to step into it. Accelerating MATLAB with GPUs offers a primer on bridging this gap. Starting with the basics, setting up MATLAB for CUDA (in Windows, Linux and Mac OS X) and profiling, it then guides users through advanced topics such as CUDA libraries. The authors share their experience developing algorithms using MATLAB, C++ and GPUs for huge datasets, modifying MATLAB codes to better utilize the computational power of GPUs, and integrating them into commercial software products. Throughout the book, they demonstrate many example codes that can be used as templates of C-MEX and CUDA codes for readers' projects. Download example codes from the publisher's website: http://booksite.elsevier.com/9780124080805/ - Shows how to accelerate MATLAB codes through the GPU for parallel processing, with minimal hardware knowledge - Explains the related background on hardware, architecture and programming for ease of use - Provides simple worked examples of MATLAB and CUDA C codes as well as templates that can be reused in real-world projects
Download or read book GPU Pro 360 Guide to Rendering written by Wolfgang Engel and published by CRC Press. This book was released on 2018-04-27 with total page 683 pages. Available in PDF, EPUB and Kindle. Book excerpt: Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges
Download or read book Dissertation Abstracts International written by and published by . This book was released on 2009 with total page 840 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Metal by Tutorials Third Edition Beginning Game Engine Development With Metal written by Caroline Begbie and published by Razeware LLC. This book was released on 2022-04-05 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build your own low-level game engine in Metal!This book introduces you to graphics programming in Metal - Apple's framework for programming on the GPU. You'll build your own game engine in Metal where you can create 3D scenes and build your own 3D games.Who This Book Is ForThis book is for intermediate Swift developers interested in learning 3D graphics or gaining a deeper understanding of how game engines work.Topics Covered in Metal by TutorialsThe Rendering Pipeline: Take a deep dive through the graphics pipeline.3D Models: Import 3D models with Model I/O and discover what makes up a 3D model.Coordinate Spaces: Learn the math behind 3D rendering.Lighting: Make your models look more realistic with simple lighting techniques.Shading: Understand how vertex and fragment shaders work.Textures & Materials: Design textures and surfaces for micro detail.Multipass Rendering: Add shadows with advanced lighting effects.Tile-based Deferred Rendering: Take full advantage of your Apple GPU with this rendering technique.GPU-Driven Rendering: Move the rendering setup to the GPU.Tessellation: Discover how to use tessellation to add a higher level of detail using fewer resources.Environment: Add realistic skies and water to your scenes.Particle Systems: Learn how to make stunning visual effects using GPU compute shaders.Character Animation: Bring your 3D models to life with joints and animation.Raytracing: Learn how to perform raytracing on the GPU.Advanced Lighting & Shadows: Discover signed distance fields and render beautiful shadows.Performance Optimization: Tune up your game with Xcode's new tools.After reading this book, you'll be prepared to take full advantage of graphics rendering with the Metal framework.
Download or read book Medical Image Computing and Computer Assisted Intervention MICCAI 2013 written by Kensaku Mori and published by Springer. This book was released on 2013-09-20 with total page 708 pages. Available in PDF, EPUB and Kindle. Book excerpt: The three-volume set LNCS 8149, 8150, and 8151 constitutes the refereed proceedings of the 16th International Conference on Medical Image Computing and Computer-Assisted Intervention, MICCAI 2013, held in Nagoya, Japan, in September 2013. Based on rigorous peer reviews, the program committee carefully selected 262 revised papers from 789 submissions for presentation in three volumes. The 81 papers included in the third volume have been organized in the following topical sections: image reconstruction and motion modeling; machine learning in medical image computing; imaging, reconstruction, and enhancement; segmentation; physiological modeling, simulation, and planning; intraoperative guidance and robotics; microscope, optical imaging, and histology; diffusion MRI; brain segmentation and atlases; and functional MRI and neuroscience applications.
Download or read book Production Volume Rendering written by Magnus Wrenninge and published by CRC Press. This book was released on 2012-09-25 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: Due to limited publicly available software and lack of documentation, those involved with production volume rendering often have to start from scratch creating the necessary elements to make their system work. Production Volume Rendering: Design and Implementation provides the first full account of volume rendering techniques used for feature animation and visual effects production. It covers the theoretical underpinnings as well as the implementation of a working renderer. The book offers two paths toward understanding production volume rendering. It describes: Modern production volume rendering techniques in a generic context, explaining how the techniques fit together and how the modules are used to achieve real-world goals Implementation of the techniques, showing how to translate abstract concepts into concrete, working code and how the ideas work together to create a complete system As an introduction to the field and an overview of current techniques and algorithms, this book is a valuable source of information for programmers, technical directors, artists, and anyone else interested in how production volume rendering works. Web Resource The scripts, data, and source code for the book’s renderer are freely available at https://github.com/pvrbook/pvr. Readers can see how the code is implemented and acquire a practical understanding of how various design considerations impact scalability, extensibility, generality, and performance.
Download or read book Ray Tracing Gems written by Eric Haines and published by Apress. This book was released on 2019-02-25 with total page 622 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs
Download or read book Fluid Simulation for Computer Graphics written by Robert Bridson and published by CRC Press. This book was released on 2015-09-18 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: A practical introduction, the second edition of Fluid Simulation for Computer Graphics shows you how to animate fully three-dimensional incompressible flow. It covers all the aspects of fluid simulation, from the mathematics and algorithms to implementation, while making revisions and updates to reflect changes in the field since the first edition. Highlights of the Second Edition New chapters on level sets and vortex methods Emphasizes hybrid particle–voxel methods, now the industry standard approach Covers the latest algorithms and techniques, including: fluid surface reconstruction from particles; accurate, viscous free surfaces for buckling, coiling, and rotating liquids; and enhanced turbulence for smoke animation Adds new discussions on meshing, particles, and vortex methods The book changes the order of topics as they appeared in the first edition to make more sense when reading the first time through. It also contains several updates by distilling author Robert Bridson’s experience in the visual effects industry to highlight the most important points in fluid simulation. It gives you an understanding of how the components of fluid simulation work as well as the tools for creating your own animations.
Download or read book Essentials of Metaheuristics Second Edition written by Sean Luke and published by . This book was released on 2012-12-20 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: Interested in the Genetic Algorithm? Simulated Annealing? Ant Colony Optimization? Essentials of Metaheuristics covers these and other metaheuristics algorithms, and is intended for undergraduate students, programmers, and non-experts. The book covers a wide range of algorithms, representations, selection and modification operators, and related topics, and includes 71 figures and 135 algorithms great and small. Algorithms include: Gradient Ascent techniques, Hill-Climbing variants, Simulated Annealing, Tabu Search variants, Iterated Local Search, Evolution Strategies, the Genetic Algorithm, the Steady-State Genetic Algorithm, Differential Evolution, Particle Swarm Optimization, Genetic Programming variants, One- and Two-Population Competitive Coevolution, N-Population Cooperative Coevolution, Implicit Fitness Sharing, Deterministic Crowding, NSGA-II, SPEA2, GRASP, Ant Colony Optimization variants, Guided Local Search, LEM, PBIL, UMDA, cGA, BOA, SAMUEL, ZCS, XCS, and XCSF.
Download or read book Mathematics for 3D Game Programming and Computer Graphics written by Eric Lengyel and published by . This book was released on 2020-08 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Sooner or later, all game programmers run into coding issues that require an understanding of mathematics or physics concepts such as collision detection, 3D vectors, transformations, game theory, or basic calculus. Unfortunately, most programmers frequently have a limited understanding of these essential mathematics and physics concepts. MATHEMATICS AND PHYSICS FOR PROGRAMMERS, THIRD EDITION provides a simple but thorough grounding in the mathematics and physics topics that programmers require to write algorithms and programs using a non-language-specific approach. Applications and examples from game programming are included throughout, and exercises follow each chapter for additional practice. The book's companion website provides sample code illustrating the mathematical and physics topics discussed in the book.