EBookClubs

Read Books & Download eBooks Full Online

EBookClubs

Read Books & Download eBooks Full Online

Book Introductory Tiling Theory for Computer Graphics

Download or read book Introductory Tiling Theory for Computer Graphics written by Craig S. Kaplan and published by Morgan & Claypool Publishers. This book was released on 2009 with total page 103 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tiling theory is an elegant branch of mathematics that has applications in several areas of computer science. The most immediate application area is graphics, where tiling theory has been used in the contexts of texture generation, sampling theory, remeshing, and of course the generation of decorative patterns. The combination of a solid theoretical base (complete with tantalizing open problems), practical algorithmic techniques, and exciting applications make tiling theory a worthwhile area of study for practitioners and students in computer science. This synthesis lecture introduces the mathematical and algorithmic foundations of tiling theory to a computer graphics audience. The goal is primarily to introduce concepts and terminology, clear up common misconceptions, and state and apply important results. The book also describes some of the algorithms and data structures that allow several aspects of tiling theory to be used in practice. Table of Contents: Introduction / Tiling Basics / Symmetry / Tilings by Polygons / Isohedral Tilings / Nonperiodic and Aperiodic Tilings / Survey

Book Introductory Tiling Theory for Computer Graphics

Download or read book Introductory Tiling Theory for Computer Graphics written by Craig Kaplan and published by Springer Nature. This book was released on 2022-06-01 with total page 103 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tiling theory is an elegant branch of mathematics that has applications in several areas of computer science. The most immediate application area is graphics, where tiling theory has been used in the contexts of texture generation, sampling theory, remeshing, and of course the generation of decorative patterns. The combination of a solid theoretical base (complete with tantalizing open problems), practical algorithmic techniques, and exciting applications make tiling theory a worthwhile area of study for practitioners and students in computer science. This synthesis lecture introduces the mathematical and algorithmic foundations of tiling theory to a computer graphics audience. The goal is primarily to introduce concepts and terminology, clear up common misconceptions, and state and apply important results. The book also describes some of the algorithms and data structures that allow several aspects of tiling theory to be used in practice. Table of Contents: Introduction / Tiling Basics / Symmetry / Tilings by Polygons / Isohedral Tilings / Nonperiodic and Aperiodic Tilings / Survey

Book Information Theory Tools for Computer Graphics

Download or read book Information Theory Tools for Computer Graphics written by Mateu Sbert and published by Springer Nature. This book was released on 2022-06-01 with total page 153 pages. Available in PDF, EPUB and Kindle. Book excerpt: Information theory (IT) tools, widely used in scientific fields such as engineering, physics, genetics, neuroscience, and many others, are also emerging as useful transversal tools in computer graphics. In this book, we present the basic concepts of IT and how they have been applied to the graphics areas of radiosity, adaptive ray-tracing, shape descriptors, viewpoint selection and saliency, scientific visualization, and geometry simplification. Some of the approaches presented, such as the viewpoint techniques, are now the state of the art in visualization. Almost all of the techniques presented in this book have been previously published in peer-reviewed conference proceedings or international journals. Here, we have stressed their common aspects and presented them in an unified way, so the reader can clearly see which problems IT tools can help solve, which specific tools to use, and how to apply them. A basic level of knowledge in computer graphics is required but basic concepts in IT are presented. The intended audiences are both students and practitioners of the fields above and related areas in computer graphics. In addition, IT practitioners will learn about these applications. Table of Contents: Information Theory Basics / Scene Complexity and Refinement Criteria for Radiosity / Shape Descriptors / Refinement Criteria for Ray-Tracing / Viewpoint Selection and Mesh Saliency / View Selection in Scientific Visualization / Viewpoint-based Geometry Simplification

Book Cloth Simulation for Computer Graphics

Download or read book Cloth Simulation for Computer Graphics written by Tuur Stuyck and published by Springer Nature. This book was released on 2022-06-01 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: Physics-based animation is commonplace in animated feature films and even special effects for live-action movies. Think about a recent movie and there will be some sort of special effects such as explosions or virtual worlds. Cloth simulation is no different and is ubiquitous because most virtual characters (hopefully!) wear some sort of clothing. The focus of this book is physics-based cloth simulation. We start by providing background information and discuss a range of applications. This book provides explanations of multiple cloth simulation techniques. More specifically, we start with the most simple explicitly integrated mass-spring model and gradually work our way up to more complex and commonly used implicitly integrated continuum techniques in state-of-the-art implementations. We give an intuitive explanation of the techniques and give additional information on how to efficiently implement them on a computer. This book discusses explicit and implicit integration schemes for cloth simulation modeled with mass-spring systems. In addition to this simple model, we explain the more advanced continuum-inspired cloth model introduced in the seminal work of Baraff and Witkin [1998]. This method is commonly used in industry. We also explain recent work by Liu et al. [2013] that provides a technique to obtain fast simulations. In addition to these simulation approaches, we discuss how cloth simulations can be art directed for stylized animations based on the work of Wojan et al. [2016]. Controllability is an essential component of a feature animation film production pipeline. We conclude by pointing the reader to more advanced techniques.

Book Virtual Material Acquisition and Representation for Computer Graphics

Download or read book Virtual Material Acquisition and Representation for Computer Graphics written by Dar'ya Guarnera and published by Springer Nature. This book was released on 2022-05-31 with total page 93 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides beginners in computer graphics and related fields a guide to the concepts, models, and technologies for realistic rendering of material appearance. It provides a complete and thorough overview of reflectance models and acquisition setups, along with providing a selection of the available tools to explore, visualize, and render the reflectance data. Reflectance models are under continuous development, since there is still no straightforward solution for general material representations. Every reflectance model is specific to a class of materials. Hence, each has strengths and weaknesses, which the book highlights in order to help the reader choose the most suitable model for any purpose. The overview of the acquisition setups will provide guidance to a reader who needs to acquire virtual materials and will help them to understand which measurement setup can be useful for a particular purpose, while taking into account the performance and the expected cost derived from the required components. The book also describes several recent open source software solutions, useful for visualizing and manipulating a wide variety of reflectance models and data.

Book Mathematical Basics of Motion and Deformation in Computer Graphics

Download or read book Mathematical Basics of Motion and Deformation in Computer Graphics written by Ken Anjyo and published by Morgan & Claypool Publishers. This book was released on 2017-04-13 with total page 97 pages. Available in PDF, EPUB and Kindle. Book excerpt: This synthesis lecture presents an intuitive introduction to the mathematics of motion and deformation in computer graphics. Starting with familiar concepts in graphics, such as Euler angles, quaternions, and affine transformations, we illustrate that a mathematical theory behind these concepts enables us to develop the techniques for efficient/effective creation of computer animation. This book, therefore, serves as a good guidepost to mathematics (differential geometry and Lie theory) for students of geometric modeling and animation in computer graphics. Experienced developers and researchers will also benefit from this book, since it gives a comprehensive overview of mathematical approaches that are particularly useful in character modeling, deformation, and animation.

Book The Tiling Book

    Book Details:
  • Author : Colin Adams
  • Publisher : American Mathematical Society
  • Release : 2023-08-28
  • ISBN : 1470474611
  • Pages : 310 pages

Download or read book The Tiling Book written by Colin Adams and published by American Mathematical Society. This book was released on 2023-08-28 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tiling theory provides a wonderful opportunity to illustrate both the beauty and utility of mathematics. It has all the relevant ingredients: there are stunning pictures; open problems can be stated without having to spend months providing the necessary background; and there are both deep mathematics and applications. Furthermore, tiling theory happens to be an area where many of the sub-fields of mathematics overlap. Tools can be applied from linear algebra, algebra, analysis, geometry, topology, and combinatorics. As such, it makes for an ideal capstone course for undergraduates or an introductory course for graduate students. This material can also be used for a lower-level course by skipping the more technical sections. In addition, readers from a variety of disciplines can read the book on their own to find out more about this intriguing subject. This book covers the necessary background on tilings and then delves into a variety of fascinating topics in the field, including symmetry groups, random tilings, aperiodic tilings, and quasicrystals. Although primarily focused on tilings of the Euclidean plane, the book also covers tilings of the sphere, hyperbolic plane, and Euclidean 3-space, including knotted tilings. Throughout, the book includes open problems and possible projects for students. Readers will come away with the background necessary to pursue further work in the subject.

Book An Introduction to Verification of Visualization Techniques

Download or read book An Introduction to Verification of Visualization Techniques written by Tiago Etiene and published by Morgan & Claypool Publishers. This book was released on 2015-12-01 with total page 94 pages. Available in PDF, EPUB and Kindle. Book excerpt: As we increase our reliance on computer-generated information, often using it as part of our decision-making process, we must devise tools to assess the correctness of that information. Consider, for example, software embedded on vehicles, used for simulating aircraft performance, or used in medical imaging. In those cases, software correctness is of paramount importance as there's little room for error. Software verification is one of the tools available to attain such goals. Verification is a well known and widely studied subfield of computer science and computational science and the goal is to help us increase confidence in the software implementation by verifying that the software does what it is supposed to do. The goal of this book is to introduce the reader to software verification in the context of visualization. In the same way we became more dependent on commercial software, we have also increased our reliance on visualization software. The reason is simple: visualization is the lens through which users can understand complex data, and as such it must be verified. The explosion in our ability to amass data requires tools not only to store and analyze data, but also to visualize it. This book is comprised of six chapters. After an introduction to the goals of the book, we present a brief description of both worlds of visualization (Chapter 2) and verification (Chapter 3). We then proceed to illustrate the main steps of the verification pipeline for visualization algorithms. We focus on two classic volume visualization techniques, namely, Isosurface Extraction (Chapter 4) and Direct Volume Rendering (Chapter 5). We explain how to verify implementations of those techniques and report the latest results in the field of verification of visualization techniques. The last chapter concludes the book and highlights new research topics for the future.

Book Information Theory Tools for Image Processing

Download or read book Information Theory Tools for Image Processing written by Miquel Feixas and published by Springer Nature. This book was released on 2022-06-01 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: Information Theory (IT) tools, widely used in many scientific fields such as engineering, physics, genetics, neuroscience, and many others, are also useful transversal tools in image processing. In this book, we present the basic concepts of IT and how they have been used in the image processing areas of registration, segmentation, video processing, and computational aesthetics. Some of the approaches presented, such as the application of mutual information to registration, are the state of the art in the field. All techniques presented in this book have been previously published in peer-reviewed conference proceedings or international journals. We have stressed here their common aspects, and presented them in an unified way, so to make clear to the reader which problems IT tools can help to solve, which specific tools to use, and how to apply them. The IT basics are presented so as to be self-contained in the book. The intended audiences are students and practitioners of image processing and related areas such as computer graphics and visualization. In addition, students and practitioners of IT will be interested in knowing about these applications. Table of Contents: Preface / Acknowledgments / Information Theory Basics / Image Registration / Image Segmentation / Video Key Frame Selection / Informational Aesthetics Measures / Bibliography / Authors' Biographies

Book An Introduction to Laplacian Spectral Distances and Kernels

Download or read book An Introduction to Laplacian Spectral Distances and Kernels written by Giuseppe Patanè and published by Springer Nature. This book was released on 2022-05-31 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: In geometry processing and shape analysis, several applications have been addressed through the properties of the Laplacian spectral kernels and distances, such as commute time, biharmonic, diffusion, and wave distances. Within this context, this book is intended to provide a common background on the definition and computation of the Laplacian spectral kernels and distances for geometry processing and shape analysis. To this end, we define a unified representation of the isotropic and anisotropic discrete Laplacian operator on surfaces and volumes; then, we introduce the associated differential equations, i.e., the harmonic equation, the Laplacian eigenproblem, and the heat equation. Filtering the Laplacian spectrum, we introduce the Laplacian spectral distances, which generalize the commute-time, biharmonic, diffusion, and wave distances, and their discretization in terms of the Laplacian spectrum. As main applications, we discuss the design of smooth functions and the Laplacian smoothing of noisy scalar functions. All the reviewed numerical schemes are discussed and compared in terms of robustness, approximation accuracy, and computational cost, thus supporting the reader in the selection of the most appropriate with respect to shape representation, computational resources, and target application.

Book Gazing at Games

    Book Details:
  • Author : Veronica Sundstedt
  • Publisher : Springer Nature
  • Release : 2022-05-31
  • ISBN : 3031795520
  • Pages : 95 pages

Download or read book Gazing at Games written by Veronica Sundstedt and published by Springer Nature. This book was released on 2022-05-31 with total page 95 pages. Available in PDF, EPUB and Kindle. Book excerpt: Eye tracking is a process that identifies a specific point in both space and time that is being looked at by the observer. This information can also be used in real-time to control applications using the eyes. Recent innovations in the video game industry include alternative input modalities to provide an enhanced, more immersive user experience. In particular, eye gaze control has recently been explored as an input modality in video games. This book is an introduction for those interested in using eye tracking to control or analyze video games and virtual environments. Key concepts are illustrated through three case studies in which gaze control and voice recognition have been used in combination to control virtual characters and applications. The lessons learned in the case studies are presented and issues relating to incorporating eye tracking in interactive applications are discussed. The reader will be given an introduction to human visual attention, eye movements and eye tracking technologies. Previous work in the field of studying fixation behavior in games and using eye tracking for video game interaction will also be presented. The final chapter discusses ideas for how this field can be developed further to create richer interaction for characters and crowds in virtual environments. Alternative means of interaction in video games are especially important for disabled users for whom traditional techniques, such as mouse and keyboard, may be far from ideal. This book is also relevant for those wishing to use gaze control in applications other than games. Table of Contents: Introduction / The Human Visual System / Eye Tracking / Eye Tracking in Video Games / Gaze and Voice Controlled Video Games: Case Study I and II / Gaze and Voice Controlled Drawing: Case Study III / Conclusion

Book Mathematical Optimization Theory and Operations Research  Recent Trends

Download or read book Mathematical Optimization Theory and Operations Research Recent Trends written by Alexander Strekalovsky and published by Springer Nature. This book was released on 2021-09-20 with total page 515 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes refereed proceedings of the 20th International Conference on Mathematical Optimization Theory and Operations Research, MOTOR 2021, held in Irkutsk, Russia, in July 2021. Due to the COVID-19 pandemic the conference was held online. The 31 full papers and 3 short papers presented in this volume were carefully reviewed and selected from a total of 102 submissions. The papers in the volume are organised according to the following topical headings: continuous optimization; integer programming and combinatorial optimization; operational research applications; optimal control.

Book Space Tessellations

    Book Details:
  • Author : Werner Van Hoeydonck
  • Publisher : Birkhäuser
  • Release : 2022-03-07
  • ISBN : 3035625182
  • Pages : 304 pages

Download or read book Space Tessellations written by Werner Van Hoeydonck and published by Birkhäuser. This book was released on 2022-03-07 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Tackling a topic that has particular appeal in the age of digital design, this well-founded introduction to the subject of parquet deformation fills a gap. These subtle, intricate geometric transformations, best known through the "Metamorphosis" series by M. C. Escher, were introduced to design curricula by American professor William S. Huff in the 1960s. The book brings together scholarly articles by the most important authors in the field and material collected in the archives of the Ulm School of Design in Germany, juxtaposed with extensive illustrations of two- and three-dimensional works created at the Vienna University of Technology. Written for anyone interested in the fields of design and geometry, this book aims to inform and inspire.

Book Numerical Methods for Linear Complementarity Problems in Physics Based Animation

Download or read book Numerical Methods for Linear Complementarity Problems in Physics Based Animation written by Sarah Niebe and published by Morgan & Claypool Publishers. This book was released on 2015-01-01 with total page 161 pages. Available in PDF, EPUB and Kindle. Book excerpt: Linear complementarity problems (LCPs) have for many years been used in physics-based animation to model contact forces between rigid bodies in contact. More recently, LCPs have found their way into the realm of fluid dynamics. Here, LCPs are used to model boundary conditions with fluid-wall contacts. LCPs have also started to appear in deformable models and granular simulations. There is an increasing need for numerical methods to solve the resulting LCPs with all these new applications. This book provides a numerical foundation for such methods, especially suited for use in computer graphics. This book is mainly intended for a researcher/Ph.D. student/post-doc/professor who wants to study the algorithms and do more work/research in this area. Programmers might have to invest some time brushing up on math skills, for this we refer to Appendices A and B. The reader should be familiar with linear algebra and differential calculus. We provide pseudo code for all the numerical methods, which should be comprehensible by any computer scientist with rudimentary programming skills. The reader can find an online supplementary code repository, containing Matlab implementations of many of the core methods covered in these notes, as well as a few Python implementations [Erleben, 2011].

Book Sound Synthesis  Propagation  and Rendering

Download or read book Sound Synthesis Propagation and Rendering written by Shiguang Liu and published by Morgan & Claypool Publishers. This book was released on 2022-03-24 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book gives a broad overview of research on sound simulation driven by a variety of applications. Vibrating objects produce sound, which then propagates through a medium such as air or water before finally being heard by a listener. As a crucial sensory channel, sound plays a vital role in many applications. There is a well-established research community in acoustics that has studied the problems related to sound simulation for six decades. Some of the earliest work was motivated by the design of concert halls, theaters, or lecture rooms with good acoustic characteristics. These problems also have been investigated in other applications, including noise control and sound design for urban planning, building construction, and automotive applications. Moreover, plausible or realistic sound effects can improve the sense of presence in a virtual environment or a game. In these applications, sound can provide important clues such as source directionality and spatial size. The book first surveys various sound synthesis methods, including harmonic synthesis, texture synthesis, spectral analysis, and physics-based synthesis. Next, it provides an overview of sound propagation techniques, including wave-based methods, geometric-based methods, and hybrid methods. The book also summarizes various techniques for sound rendering. Finally, it surveys some recent trends, including the use of machine learning methods to accelerate sound simulation and the use of sound simulation techniques for other applications such as speech recognition, source localization, and computer-aided design.

Book GPU Ray Tracing in Non Euclidean Spaces

Download or read book GPU Ray Tracing in Non Euclidean Spaces written by Novello Tiago and published by Springer Nature. This book was released on 2022-05-31 with total page 112 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the visualization of three-dimensional non-Euclidean spaces using ray-tracing techniques in Graphics Processing Unit (GPU). This is a trending topic in mathematical visualization that combines the mathematics areas of geometry and topology, with visualization concepts of computer graphics. Several conditions made this a special moment for such topic. On one hand, the development of mathematical research, computer graphics, and algorithms have provided the necessary theoretical framework. On the other hand, the evolution of the technologies and media allows us to be immersed in three-dimensional spaces using Virtual Reality. The content of this book serves both experts in the areas and students. Although this is a short book, it is self-contained since it considers all the ideas, motivations, references, and intuitive explanations of the required fundamental concepts.

Book Geometric and Discrete Path Planning for Interactive Virtual Worlds

Download or read book Geometric and Discrete Path Planning for Interactive Virtual Worlds written by Marcelo Kallmann and published by Morgan & Claypool Publishers. This book was released on 2016-01-28 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Path planning and navigation are indispensable components for controlling autonomous agents in interactive virtual worlds. Given the growing demands on the size and complexity of modern virtual worlds, a number of new techniques have been developed for achieving intelligent navigation for the next generation of interactive multi-agent simulations. This book reviews the evolution of several related techniques, starting from classical planning and computational geometry techniques and then gradually moving toward more advanced topics with focus on recent developments from the work of the authors. The covered topics range from discrete search and geometric representations to planning under different types of constraints and harnessing the power of graphics hardware in order to address Euclidean shortest paths and discrete search for multiple agents under limited time budgets. The use of planning algorithms beyond path planning is also discussed in the areas of crowd animation and whole-body motion planning for virtual characters.