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Book Heightmap

    Book Details:
  • Author : Fouad Sabry
  • Publisher : One Billion Knowledgeable
  • Release : 2024-05-05
  • ISBN :
  • Pages : 100 pages

Download or read book Heightmap written by Fouad Sabry and published by One Billion Knowledgeable. This book was released on 2024-05-05 with total page 100 pages. Available in PDF, EPUB and Kindle. Book excerpt: What is Heightmap In computer graphics, a heightmap or heightfield is a raster image used mainly as Discrete Global Grid in secondary elevation modeling. Each pixel stores values, such as surface elevation data, for display in 3D computer graphics. A heightmap can be used in bump mapping to calculate where this 3D data would create shadow in a material, in displacement mapping to displace the actual geometric position of points over the textured surface, or for terrain where the heightmap is converted into a 3D mesh. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Heightmap Chapter 2: Digital elevation model Chapter 3: Texture mapping Chapter 4: Point cloud Chapter 5: Bump mapping Chapter 6: Voxel Chapter 7: Normal mapping Chapter 8: Ray casting Chapter 9: Terragen Chapter 10: Displacement mapping (II) Answering the public top questions about heightmap. (III) Real world examples for the usage of heightmap in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Heightmap.

Book Pattern Recognition

    Book Details:
  • Author : Michael Goesele
  • Publisher : Springer
  • Release : 2010-09-17
  • ISBN : 3642159869
  • Pages : 591 pages

Download or read book Pattern Recognition written by Michael Goesele and published by Springer. This book was released on 2010-09-17 with total page 591 pages. Available in PDF, EPUB and Kindle. Book excerpt: On behalf of the organizing committee, we would like to welcome you to Da- nd stadt and DAGM 2010,the 32 Annual Symposium of the German Association for Pattern Recognition. The technical program covered all aspects of pattern recognition and, to name only a few areas, ranged from 3D reconstruction, to object recognition and medical applications. The result is re?ected in these proceedings, which contain the papers presented at DAGM 2010. Our call for papers resulted in 134 submissions from institutions in 21 countries. Each paper underwent a rigorous reviewing process and was assigned to at least three program committee m- bers for review. The reviewing phase was followed by a discussion phase among the respective program committee members in order to suggest papers for - ceptance. The ?nal decision was taken during a program committee meeting held in Darmstadt based on all reviews, the discussion results and, if necessary, additional reviewing. Based on this rigorous process we selected a total of 57 papers, corresponding to an acceptance rate of below 45%. Out of all accepted papers, 24 were chosen for oral and 33 for poster presentation. All accepted - pers have been published in these proceedings and given the same number of pages. We would like to thank all members of the program committee as well as the external reviewers for their valuable and highly appreciated contribution to the community.

Book Geographical Information Systems Theory  Applications and Management

Download or read book Geographical Information Systems Theory Applications and Management written by Lemonia Ragia and published by Springer Nature. This book was released on 2019-08-21 with total page 159 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed proceedings of the 4th International Conference on Geographical Information Systems Theory, Applications and Management, GISTAM 2018, held in Funchal, Madeira, Portugal, in March 2018. The 7 revised full papers presented were carefully reviewed and selected from 58 submissions. The papers are centered on urban and regional planning; water information systems; geospatial information and technologies; spatio-temporal database management; decision support systems; energy information systems; GPS and location detection.

Book AI Technologies and Virtual Reality

Download or read book AI Technologies and Virtual Reality written by Kazumi Nakamatsu and published by Springer Nature. This book was released on with total page 453 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Building Levels in Unity

    Book Details:
  • Author : Volodymyr Gerasimov
  • Publisher : Packt Publishing Ltd
  • Release : 2015-06-22
  • ISBN : 1785282069
  • Pages : 274 pages

Download or read book Building Levels in Unity written by Volodymyr Gerasimov and published by Packt Publishing Ltd. This book was released on 2015-06-22 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: Unity is a top industry choice, perfected for video game development, simulation creation, and environmental design. Its accessibility, flexible tuning, and fair licensing have made it the number one option for independent developers throughout the world. From the basics to a playable demo, this book will help you build levels in Unity with hands-on practices. Full of practical examples, it will start by getting you comfortable with the engine as it will enable you to freely navigate and complete tutorials with ease. The book will walk you through the technical requirements of importing your own assets, created with popular 2D and 3D applications, and how to optimize and enhance them with Unity. By the end of the book, you will get accustomed to Unity editor and will be able to develop a fully-featured game world in Unity.

Book Grome Terrain Modeling with Ogre3D  UDK  and Unity3D

Download or read book Grome Terrain Modeling with Ogre3D UDK and Unity3D written by Richard A. Hawley and published by Packt Publishing Ltd. This book was released on 2013-01-01 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a practical guide with examples and clear steps to explain terrain modeling with Grome.If you're a developer or artist looking for a guide to walk you through GROME 3.1, then this book is for you. This book will help you from the first step to exporting a terrain as a workable art asset in a game engine

Book Lumion 3D Cookbook

    Book Details:
  • Author : Ciro Cardoso
  • Publisher : Packt Publishing Ltd
  • Release : 2014-06-20
  • ISBN : 1783550945
  • Pages : 384 pages

Download or read book Lumion 3D Cookbook written by Ciro Cardoso and published by Packt Publishing Ltd. This book was released on 2014-06-20 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers uses practical applications using recipes with step-by-step instructions and useful information to help you master how to produce professional architectural visualizations in Lumion. The cookbook approach means you need to think and explore how a particular feature can be applied in your project and perform the intended task. This book is written to be accessible to all Lumion users and is a useful guide to follow when becoming familiar with this cutting-edge real-time technology.This practical guide is designed for all levels of Lumion users who know how to model buildings in 3D and a basic understanding of Lumion, who want to enhance their skills to the next level.

Book Advanced Concepts for Intelligent Vision Systems

Download or read book Advanced Concepts for Intelligent Vision Systems written by Jacques Blanc-Talon and published by Springer. This book was released on 2017-11-22 with total page 772 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 18th International Conference on Advanced Concepts for Intelligent Vision Systems, ACIVS 2017, held in Antwerp, Belgium, in September 2017. The 63 full papers presented in this volume were carefully selected from 134 submissions. They deal with human-computer interaction; classification and recognition; navigation, mapping, robotics, and transports; video processing and retrieval; security, forensics, surveillance; and image processing.

Book Game Development and Simulation with Unreal Technology

Download or read book Game Development and Simulation with Unreal Technology written by Alireza Tavakkoli and published by CRC Press. This book was released on 2015-08-18 with total page 734 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Development and Simulation with Unreal Technology explores the use of Unreal Engine 4 (UE4) for the development of real-time digital interactive contents to be used in computerized games or simulations. The engine is considered in three main iterations: from the basic use of the engine to build games and simulation content out of the box, to i

Book Advances in Visual Computing

Download or read book Advances in Visual Computing written by George Bebis and published by Springer Nature. This book was released on 2019-10-25 with total page 718 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 14th International Symposium on Visual Computing, ISVC 2019, held in Lake Tahoe, NV, USA in October 2019. The 100 papers presented in this double volume were carefully reviewed and selected from 163 submissions. The papers are organized into the following topical sections: Deep Learning I; Computer Graphics I; Segmentation/Recognition; Video Analysis and Event Recognition; Visualization; ST: Computational Vision, AI and Mathematical methods for Biomedical and Biological Image Analysis; Biometrics; Virtual Reality I; Applications I; ST: Vision for Remote Sensing and Infrastructure Inspection; Computer Graphics II; Applications II; Deep Learning II; Virtual Reality II; Object Recognition/Detection/Categorization; and Poster.

Book Unity Game Development in 24 Hours  Sams Teach Yourself

Download or read book Unity Game Development in 24 Hours Sams Teach Yourself written by Ben Tristem and published by Sams Publishing. This book was released on 2015-11-16 with total page 692 pages. Available in PDF, EPUB and Kindle. Book excerpt: In just 24 lessons of one hour or less, Sams Teach Yourself Unity Game Development in 24 Hours will help you master the Unity 5 game engine at the heart of Hearthstone: Heroes of Warcraft, Kerbal Space Program, and many other sizzling-hot games! This book’s straightforward, step-by-step approach teaches you everything from the absolute basics through sophisticated game physics, animation, and mobile device deployment techniques. Every lesson builds on what you’ve already learned, giving you a rock-solid foundation for real-world success. Step-by-step instructions carefully walk you through the most common Unity game development tasks. Practical, hands-on examples show you how to apply what you learn. Quizzes and exercises help you test your knowledge and stretch your skills. Notes and tips point out shortcuts and solutions.

Book HCI International 2021   Late Breaking Papers  Cognition  Inclusion  Learning  and Culture

Download or read book HCI International 2021 Late Breaking Papers Cognition Inclusion Learning and Culture written by Constantine Stephanidis and published by Springer Nature. This book was released on 2021-11-12 with total page 677 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes late breaking papers from the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held in July 2021. The conference was planned to take place in Washington DC, USA but had to change to a virtual conference mode due to the COVID-19 pandemic. A total of 5222 individuals from academia, research institutes, industry, and governmental agencies from 81 countries submitted contributions, and 1276 papers and 241 posters were included in the volumes of the proceedings that were published before the start of the conference. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of HCI, addressing major advances in knowledge and effective use of computers in a variety of application areas.

Book Unity 2018 Game Development in 24 Hours  Sams Teach Yourself

Download or read book Unity 2018 Game Development in 24 Hours Sams Teach Yourself written by Mike Geig and published by Sams Publishing. This book was released on 2018-05-01 with total page 788 pages. Available in PDF, EPUB and Kindle. Book excerpt: In just 24 lessons of one hour or less, Sams Teach Yourself Unity Game Development in 24 Hours will help you master the Unity 2018 game engine at the heart of Ori and the Blind Forest, Firewatch, Monument Valley, and many other sizzling-hot games! This book’s straightforward, step-by-step approach teaches you everything from the absolute basics through sophisticated game physics, animation, and mobile device deployment techniques. Every lesson builds on what you’ve already learned, giving you a rock-solid foundation for real-world success. Step-by-step instructions carefully walk you through the most common Unity game development tasks. Practical, hands-on examples show you how to apply what you learn. Quizzes and exercises help you test your knowledge and stretch your skills. Notes and Tips point out shortcuts and solutions Learn how to... Get up and running fast with the Unity 2018 game engine and editor Work efficiently with Unity’s graphical asset pipeline Make the most of lights and cameras Sculpt stunning worlds with Unity’s terrain and environmental tools Script tasks ranging from capturing input to building complex behaviors Quickly create repeatable, reusable game objects with prefabs Implement easy, intuitive game user interfaces Control players through built-in and custom character controllers Build realistic physical and trigger collisions Leverage the full power of Unity’s Animation and new Timeline systems Integrate complex audio into your games Use mobile device accelerometers and multi-touch displays Build engaging 2D games with Unity’s 2D tools and Tilemap Apply the “finishing touches” and deploy your games

Book jMonkeyEngine 3 0 Beginner s Guide

Download or read book jMonkeyEngine 3 0 Beginner s Guide written by Ruth Kusterer and published by Packt Publishing Ltd. This book was released on 2013-01-01 with total page 617 pages. Available in PDF, EPUB and Kindle. Book excerpt: With plenty of practical examples, screenshots and example code, create a complete game step by step. Learn by doing. Less theory, more results, If you have an inventive mind, are experienced in Java, enjoy looking through the smoke and mirrors of VFX and the world of game mechanics then this book is for you

Book Game Development and Simulation with Unreal Technology  Second Edition

Download or read book Game Development and Simulation with Unreal Technology Second Edition written by Alireza Tavakkoli and published by CRC Press. This book was released on 2018-12-17 with total page 699 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dr. Alireza Tavakkoli’s Game Development and Simulation with Unreal Technology covers the latest version of Unreal Technology. Since the 1990s Epic Games, Inc. has been leading the revolution of gaming graphics and Artificial Intelligence. Now, unreal technology is one of the most potent and prominent engines that is currently used in games. Its influence can be spotted in classic triple A titles like, Fortnite, Gears of War 2, Borderlands 2, and XCOM: Enemy Unknown. Tavakkoli goes into detail concerning the creation of game level designs, blueprint coding, shader programing, as well as artificial intelligence concepts to help readers in creating their own games. Game Development also includes a number of practice friendly extensions and concept modules to help solidify the reader’s understanding of concepts and techniques. The book is divided into three sections that act as building blocks in order to facilitate the comprehension of the material. Key Features: Provides beginner level through advanced concepts in blueprint programming with the Unreal Engine 4.18 Hundreds of small/mid-scale projects developed as concept examples throughout the book which can be utilized in more comprehensive entertaining interactive computer simulations and games Chapter exercises will take the readers’ understanding of Unreal Engine to the next level.

Book Pro OGRE 3D Programming

Download or read book Pro OGRE 3D Programming written by Gregory Junker and published by Apress. This book was released on 2007-02-01 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: Pro OGRE 3D Programming offers a detailed guide to the cross-platform Object-Oriented Graphics Rendering Engine (OGRE) 3D engine. OGRE provides an object-oriented interface to render 3D scenes. Commonly used in game creation, it can be utilized to create a variety of 3D based applications, including architectural visualization and simulations. The authors begin with obtaining the source code, move on to using the rendering library, and conclude with the polishing of the final application. Beginning-level knowledge of game design practices, intermediate-level knowledge of the C++ language, and a familiarity with open-source project-management tools such as CVS and Subversion are all recommended.

Book 3D Mesh Processing and Character Animation

Download or read book 3D Mesh Processing and Character Animation written by Ramakrishnan Mukundan and published by Springer Nature. This book was released on 2022-03-14 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: 3D Mesh Processing and Character Animation focusses specifically on topics that are important in three-dimensional modelling, surface design and real-time character animation. It provides an in-depth coverage of data structures and popular methods used in geometry processing, keyframe and inverse kinematics animations and shader based processing of mesh objects. It also introduces two powerful and versatile libraries, OpenMesh and Assimp, and demonstrates their usefulness through implementations of a wide range of algorithms in mesh processing and character animation respectively. This Textbook is written for students at an advanced undergraduate or postgraduate level who are interested in the study and development of graphics algorithms for three-dimensional mesh modeling and analysis, and animations of rigged character models. The key topics covered in the book are mesh data structures for processing adjacency queries, simplification and subdivision algorithms, mesh parameterization methods, 3D mesh morphing, skeletal animation, motion capture data, scene graphs, quaternions, inverse kinematics algorithms, OpenGL-4 tessellation and geometry shaders, geometry processing and terrain rendering.