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Book GRAPHICS INTERFACE 2000

Download or read book GRAPHICS INTERFACE 2000 written by and published by . This book was released on 2017 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Proceedings

Download or read book Proceedings written by and published by . This book was released on 2000 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Graphics Interface 2011

    Book Details:
  • Author : Professor of Political Science Stephen Brooks
  • Publisher : A K Peters/CRC Press
  • Release : 2011-09-02
  • ISBN : 9781450306935
  • Pages : 258 pages

Download or read book Graphics Interface 2011 written by Professor of Political Science Stephen Brooks and published by A K Peters/CRC Press. This book was released on 2011-09-02 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume gathers high-quality papers from the 37th Graphics Interface conference. These peer-reviewed papers cover advances in interactive systems, human computer interaction, and graphics. Topics include shading and rendering, geometric modeling and meshing, simulation, image-based rendering, image synthesis and realism, medical visualization, scientific visualization, computer animation, real-time rendering, non-photorealistic rendering, virtual reality, interaction techniques, computer-supported cooperative work, human interface devices, augmented reality, data and information visualization, multimedia, mobile computing, haptic and tangible interfaces, affective interfaces, aesthetic design, and perception.

Book Proceedings

    Book Details:
  • Author : Sidney S. Fels
  • Publisher : Morgan Kaufmann Pub
  • Release : 2000
  • ISBN : 0969533896
  • Pages : 230 pages

Download or read book Proceedings written by Sidney S. Fels and published by Morgan Kaufmann Pub. This book was released on 2000 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Graphics Interface 2004

Download or read book Graphics Interface 2004 written by Wolfgang Heidrich and published by A K Peters/CRC Press. This book was released on 2004-05-21 with total page 292 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics Interface Proceedings is a collection of the papers presented at the annual gathering of the Canadian Human-Computer Communications Society. Graphics Interface is the Canadian annual conference devoted to computer graphics, interactive systems, and human-computer interaction. It is the oldest regularly scheduled computer graphics and human-computer interaction conference; the first conference was held in 1969.

Book Graphics Recognition  Algorithms and Applications

Download or read book Graphics Recognition Algorithms and Applications written by Dorothea Blostein and published by Springer. This book was released on 2003-06-30 with total page 380 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents refereed and revised papers presented at GREC 2001, the 4th IAPR International Workshop on Graphics Recognition, which took place in Kingston, Ontario, Canada in September 2001. Graphics recognition is a branch of document image analysis that focuses on the recognition of two-dimensional notations such as engineering drawings, maps, mathematical notation, music notation, tables, and chemical structure diagrams. Due to the growing demand for both o?-line and on-line document recognition systems, the ?eld of graphics recognition has an excitingand promisingfuture. The GREC workshops provide an opportunity for researchers at all levels of experience to share insights into graphics recognition methods. The workshops enjoy strongparticipation from researchers in both industry and academia. They are sponsored by IAPR TC-10, the Technical Committee on Graphics Recog- tion within the International Association for Pattern Recognition. Edited v- umes from the previous three workshops in this series are available as Lecture Notes in Computer Science, Vols. 1072, 1389, and 1941. After the GREC 2001 workshop, authors were invited to submit enhanced versions of their papers for review. Every paper was evaluated by three reviewers. We are grateful to both authors and reviewers for their careful work during this review process. Many of the papers that appear in this volume were thoroughly revised and improved, in response to reviewers’ suggestions.

Book Graphics Interface 2005

    Book Details:
  • Author : Glenn E. Healey
  • Publisher : A K Peters/CRC Press
  • Release : 2005-05-10
  • ISBN : 9781568812656
  • Pages : 268 pages

Download or read book Graphics Interface 2005 written by Glenn E. Healey and published by A K Peters/CRC Press. This book was released on 2005-05-10 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics Interface is the Canadian annual conference devoted to computer graphics, interactive systems, and human-computer interaction. It is the oldest regularly-scheduled computer graphics and human-computer interaction conference. This volume contains the papers from Graphics Interface 2005, which took place May 9-11 in Victoria, British Columbia. Topics include: * Two Hands are Better than One * Interacting with Walls and Tables * Animation * Rendering * Shadows * Sensing Interaction * Privacy and Security * Geometric Modeling * Hand/Eye Interaction * Image-Based Editing and Image-Based Animation

Book Rendering Techniques 2001

    Book Details:
  • Author : S.J. Gortler
  • Publisher : Springer Science & Business Media
  • Release : 2001-07-31
  • ISBN : 9783211837092
  • Pages : 370 pages

Download or read book Rendering Techniques 2001 written by S.J. Gortler and published by Springer Science & Business Media. This book was released on 2001-07-31 with total page 370 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book contains the proceedings of the lih Eurographics Workshop on Rendering, th which took place from the 25 to the 27th of June, 2001, in London, United Kingdom. Over the past 11 years, the workshop has become the premier forum dedicated to research in rendering. Much of the work in rendering now appearing in other conferences and journals builds on ideas originally presented at the workshop. This year we received a total of 74 submissions. Each paper was carefully reviewed by two of the 28 international programme committee members, as well as external reviewers, selected by the co-chairs from a pool of 125 individuals. In this review process, all submissions and reviews were handled electronically, with the exception of videos submitted with a few of the papers. The overall quality of the submissions was exceptionally high. Space and time constraints forced the committee to make some difficult decisions. In the end, 29 by papers were accepted, and they appear here. Almost all papers are accompanied color images, which appear at the end of the book. The papers treat the following varied topics: methods for local and global illumination, techniques for acquisition and modeling from images, image-based rendering, new image representations, hardware assisted methods, shadow algorithms, visibility, perception, texturing, and filtering. Each year, in addition to the reviewed contributions, the workshop includes invited presentations from internationally recognized experts.

Book OpenGL Shading Language

Download or read book OpenGL Shading Language written by Randi J. Rost and published by Pearson Education. This book was released on 2009-07-13 with total page 839 pages. Available in PDF, EPUB and Kindle. Book excerpt: OpenGL® Shading Language, Third Edition, extensively updated for OpenGL 3.1, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit. In this book, you will find a detailed introduction to the OpenGL Shading Language (GLSL) and the new OpenGL function calls that support it. The text begins by describing the syntax and semantics of this high-level programming language. Once this foundation has been established, the book explores the creation and manipulation of shaders using new OpenGL function calls. OpenGL® Shading Language, Third Edition, includes updated descriptions for the language and all the GLSL entry points added though OpenGL 3.1, as well as updated chapters that discuss transformations, lighting, shadows, and surface characteristics. The third edition also features shaders that have been updated to OpenGL Shading Language Version 1.40 and their underlying algorithms, including Traditional OpenGL fixed functionality Stored textures and procedural textures Image-based lighting Lighting with spherical harmonics Ambient occlusion and shadow mapping Volume shadows using deferred lighting Ward’s BRDF model The color plate section illustrates the power and sophistication of the OpenGL Shading Language. The API Function Reference at the end of the book is an excellent guide to the API entry points that support the OpenGL Shading Language.

Book GPU Based Techniques for Global Illumination Effects

Download or read book GPU Based Techniques for Global Illumination Effects written by Laszlo Szirmay-Kalos and published by Springer Nature. This book was released on 2022-05-31 with total page 275 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography

Book General Computer Knowledge MCQs 2000  for All competitive Exams

Download or read book General Computer Knowledge MCQs 2000 for All competitive Exams written by Mocktime Publication and published by by Mocktime Publication. This book was released on with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: General Computer Knowledge MCQs 2000+ for All competitive Exams Computer previous year papers questions, computer awareness, computer knowledge, computer mcq, Computer for ANDHRA PRADESH APPSC, ASSAM APSC, BIHAR BPSC, CHHATISGARH CGPSC, GUJARAT GPSC, HARYANA HPSC, HIMACHAL PRADESH HPPSC, JAMMU & KASHMIR JPSC, JHARKHAND JPSC, KARNATAKA KPSC, KERALA Kerala PSC, MADHYA PRADESH MPPSC, MAHARASHTRA MPSC, ORISSA OPSC, PUNJAB PPSC, RAJASTHAN RPSC, TAMIL NADU TNPSC, TELANGANA TPSC, UTTAR PRADESH UPPSC, UTTARAKHAND UKPSC, WEST BENGAL WPSC, DSSSB, SSC, Banking, Insurance, UPSC, Defense, Railway, IBPS PO, IBPS Clerk, IBPS RRB PO (officers scale), IBPS RRB clerk (Office assistant), SBI PO, SBI Clerk, RBI assistants, RBI Grade B officers, NABARD Assistants, NABARD officers, LIC AAO, LIC ADO, LIC Agents, LIC assistants, NIACL AO, NIACL Assistants, UIC AO, UIC Assistants, OIC AO, OIC Assistants, NICL AO, NICL Assistants, constable police inspector clerks teaching high court clerks etc

Book Design of Technology Enhanced Learning

Download or read book Design of Technology Enhanced Learning written by Matt Bower and published by Emerald Group Publishing. This book was released on 2017-08-17 with total page 470 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explains how educational research can inform the design of technology-enhanced learning environments. After laying pedagogical, technological and content foundations, it analyses learning in Web 2.0, Social Networking, Mobile Learning and Virtual Worlds to derive nuanced principles for technology-enhanced learning design.

Book Applications of Computational Intelligence in Biology

Download or read book Applications of Computational Intelligence in Biology written by Tomasz G. Smolinski and published by Springer. This book was released on 2008-05-27 with total page 439 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computational Intelligence (CI) has been a tremendously active area of - search for the past decade or so. There are many successful applications of CI in many sub elds of biology, including bioinformatics, computational - nomics, protein structure prediction, or neuronal systems modeling and an- ysis. However, there still are many open problems in biology that are in d- perate need of advanced and e cient computational methodologies to deal with tremendous amounts of data that those problems are plagued by. - fortunately, biology researchers are very often unaware of the abundance of computational techniques that they could put to use to help them analyze and understand the data underlying their research inquiries. On the other hand, computational intelligence practitioners are often unfamiliar with the part- ular problems that their new, state-of-the-art algorithms could be successfully applied for. The separation between the two worlds is partially caused by the use of di erent languages in these two spheres of science, but also by the relatively small number of publications devoted solely to the purpose of fac- itating the exchange of new computational algorithms and methodologies on one hand, and the needs of the biology realm on the other. The purpose of this book is to provide a medium for such an exchange of expertise and concerns. In order to achieve the goal, we have solicited cont- butions from both computational intelligence as well as biology researchers.

Book Communications and Discoveries from Multidisciplinary Data

Download or read book Communications and Discoveries from Multidisciplinary Data written by Shuichi Iwata and published by Springer Science & Business Media. This book was released on 2008-08-25 with total page 341 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book collects selected papers by authors for CODATA 2006, which are relevant to the acquisition of knowledge and the assessment of risk and opportunity that comes from combining data from a number of different disciplines.

Book Engineering for Human Computer Interaction

Download or read book Engineering for Human Computer Interaction written by Murray R. Little and published by Springer Science & Business Media. This book was released on 2001-12-12 with total page 358 pages. Available in PDF, EPUB and Kindle. Book excerpt: The papers collected here are those selected for presentation at the Eighth IFIP Conference on Engineering for Human-Computer Interaction (EHCI 2001) held in Toronto, Canada in May 2001. The conference is organized by the International Federation of Information Processing (IFIP) Working Group 2.7 (13.4) for Interface User Engineering, Rick Kazman being the conference chair, Nicholas Graham and Philippe Palanque being the chairs of the program committee. The conference was co-located with ICSE 2001 and co-sponsored by ACM. The aim of the IFIP working group is to investigate the nature, concepts, and construction of user interfaces for software systems. The group's scope is: • to develop user interfaces based on knowledge of system and user behavior; • to develop frameworks for reasoning about interactive systems; and • to develop engineering models for user interfaces. Every three years, the working group holds a working conference. The Seventh one was held September 14-18 1998 in Heraklion, Greece. This year, we innovated by organizing a regular conference held over three days.

Book Handbook of Virtual Humans

Download or read book Handbook of Virtual Humans written by Nadia Magnenat-Thalmann and published by John Wiley & Sons. This book was released on 2005-10-31 with total page 468 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body motion, body modelling, hair simulation, expressive speech simulation and facial communication, interaction with 3D objects, rendering skin and clothes and the standards for Virtual Humans. Written by a team of current and former researchers at MIRALab, University of Geneva or VRlab, EPFL, this book is the definitive guide to the area. Explains the concept of avatars and autonomous virtual actors and the main techniques to create and animate them (body and face). Presents the concepts of behavioural animation, crowd simulation, intercommunication between virtual humans, and interaction between real humans and autonomous virtual humans Addresses the advanced topics of hair representation and cloth animation with applications in fashion design Discusses the standards for Virtual Humans, such as MPEG-4 Face Animation and MPEG-4 Body Animation.

Book The Oxford Handbook of Algorithmic Music

Download or read book The Oxford Handbook of Algorithmic Music written by Alex McLean and published by Oxford University Press. This book was released on 2018-01-18 with total page 648 pages. Available in PDF, EPUB and Kindle. Book excerpt: With the ongoing development of algorithmic composition programs and communities of practice expanding, algorithmic music faces a turning point. Joining dozens of emerging and established scholars alongside leading practitioners in the field, chapters in this Handbook both describe the state of algorithmic composition and also set the agenda for critical research on and analysis of algorithmic music. Organized into four sections, chapters explore the music's history, utility, community, politics, and potential for mass consumption. Contributors address such issues as the role of algorithms as co-performers, live coding practices, and discussions of the algorithmic culture as it currently exists and what it can potentially contribute society, education, and ecommerce. Chapters engage particularly with post-human perspectives - what new musics are now being found through algorithmic means which humans could not otherwise have made - and, in reciprocation, how algorithmic music is being assimilated back into human culture and what meanings it subsequently takes. Blending technical, artistic, cultural, and scientific viewpoints, this Handbook positions algorithmic music making as an essentially human activity.