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Book New Geometric Data Structures for Collision Detection and Haptics

Download or read book New Geometric Data Structures for Collision Detection and Haptics written by René Weller and published by Springer Science & Business Media. This book was released on 2013-07-12 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt: Starting with novel algorithms for optimally updating bounding volume hierarchies of objects undergoing arbitrary deformations, the author presents a new data structure that allows, for the first time, the computation of the penetration volume. The penetration volume is related to the water displacement of the overlapping region, and thus corresponds to a physically motivated and continuous force. The practicability of the approaches used is shown by realizing new applications in the field of robotics and haptics, including a user study that evaluates the influence of the degrees of freedom in complex haptic interactions. New Geometric Data Structures for Collision Detection and Haptics closes by proposing an open source benchmarking suite that evaluates both the performance and the quality of the collision response in order to guarantee a fair comparison of different collision detection algorithms. Required in the fields of computer graphics, physically-based simulations, computer animations, robotics and haptics, collision detection is a fundamental problem that arises every time we interact with virtual objects. Some of the open challenges associated with collision detection include the handling of deformable objects, the stable computation of physically-plausible contact information, and the extremely high frequencies that are required for haptic rendering. New Geometric Data Structures for Collision Detection and Haptics presents new solutions to all of these challenges, and will prove to be a valuable resource for researchers and practitioners of collision detection in the haptics, robotics and computer graphics and animation domains.

Book New Geometric Data Structures for Collision Detection

Download or read book New Geometric Data Structures for Collision Detection written by René Weller and published by . This book was released on 2012 with total page 570 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Collision Detection in Interactive 3D Environments

Download or read book Collision Detection in Interactive 3D Environments written by Gino van den Bergen and published by CRC Press. This book was released on 2003-10-27 with total page 308 pages. Available in PDF, EPUB and Kindle. Book excerpt: The heart of any system that simulates the physical interaction between objects is collision detection-the ability to detect when two objects have come into contact. This system is also one of the most difficult aspects of a physical simulation to implement correctly, and invariably it is the main consumer of CPU cycles. Practitioners, new to the f

Book Real Time Collision Detection

Download or read book Real Time Collision Detection written by Christer Ericson and published by CRC Press. This book was released on 2004-12-22 with total page 634 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virtual reality applications, and physical simulators. Of the many topics covered, a key focus is on spatial and object partitioning through a wide variety of grids, trees, and sorting methods. The author also presents a large collection of intersection and distance tests for both simple and complex geometric shapes. Sections on vector and matrix algebra provide the background for advanced topics such as Voronoi regions, Minkowski sums, and linear and quadratic programming. Of utmost importance to programmers but rarely discussed in this much detail in other books are the chapters covering numerical and geometric robustness, both essential topics for collision detection systems. Also unique are the chapters discussing how graphics hardware can assist in collision detection computations and on advanced optimization for modern computer architectures. All in all, this comprehensive book will become the industry standard for years to come.

Book Real Time Rendering

    Book Details:
  • Author : Tomas Akenine-Möller
  • Publisher : CRC Press
  • Release : 2019-01-18
  • ISBN : 1315362007
  • Pages : 1046 pages

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

Book Real Time Collision Detection

Download or read book Real Time Collision Detection written by Christer Ericson and published by CRC Press. This book was released on 2004-12-22 with total page 634 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written by an expert in the game industry, Christer Ericson's new book is a comprehensive guide to the components of efficient real-time collision detection systems. The book provides the tools and know-how needed to implement industrial-strength collision detection for the highly detailed dynamic environments of applications such as 3D games, virt

Book Proceedings

Download or read book Proceedings written by and published by . This book was released on 2001 with total page 288 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Advances in Visual Computing

Download or read book Advances in Visual Computing written by Richard Boyle and published by Springer. This book was released on 2007-11-22 with total page 856 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two volume set LNCS 4841 and LNCS 4842 constitutes the refereed proceedings of the Third International Symposium on Visual Computing, ISVC 2007, held in Lake Tahoe, NV, USA, in November 2007. The 77 revised full papers and 42 poster papers presented together with 32 full and five poster papers of six special tracks were carefully reviewed and selected. The papers cover the four main areas of visual computing: vision, graphics, visualization, and virtual reality.

Book Computer Vision and Computer Graphics  Theory and Applications

Download or read book Computer Vision and Computer Graphics Theory and Applications written by José Braz and published by Springer Science & Business Media. This book was released on 2008-12-05 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book includes selected papers from VISIGRAPP 2007, the Joint Conference on Computer Vision and Computer Graphics, comprising two component conferences, namely, the International Conference on Computer Vision Theory and Applications (VISAPP) and the International Conference on Computer Graphics Theory and App- cations (GRAPP), held in Barcelona, Spain, during March 8–11, 2007. We received quite a high number of paper submissions: 382 in total for both conf- ences. We had contributions from more than 50 countries in all five continents. This confirms the success and global dimension of these jointly organized conferences. After a rigorous double-blind evaluation method, a total of 78 submissions were accepted as full papers. From those, 18 got selected for inclusion in this book. To ensure the sci- tific quality of the contributions, these were selected from papers that were evaluated with the highest scores by the VISIGRAPP Program Committee members and then they were extended and revised by the authors. Special thanks go to all contributors and re- rees, without whom this book would not have been possible. VISIGRAPP 2007 included four invited keynote lectures, presented by internati- ally recognized researchers. The presentations represented an important contribution to increasing the overall quality of the conference. We would like to express our - preciation to all invited keynote speakers, in alphabetical order: Jake K. Aggarwal (The University of Texas at Austin/USA), André Gagalowicz (INRIA/France), Wo- gang Heidrich (University of British Columbia/Canada), Mel Slater (Universitat Politècnica de Catalunya/Spain).

Book GPU Computing and Applications

Download or read book GPU Computing and Applications written by Yiyu Cai and published by Springer. This book was released on 2014-11-20 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a collection of state of the art research on GPU Computing and Application. The major part of this book is selected from the work presented at the 2013 Symposium on GPU Computing and Applications held in Nanyang Technological University, Singapore (Oct 9, 2013). Three major domains of GPU application are covered in the book including (1) Engineering design and simulation; (2) Biomedical Sciences; and (3) Interactive & Digital Media. The book also addresses the fundamental issues in GPU computing with a focus on big data processing. Researchers and developers in GPU Computing and Applications will benefit from this book. Training professionals and educators can also benefit from this book to learn the possible application of GPU technology in various areas.

Book Medicine Meets Virtual Reality 13

Download or read book Medicine Meets Virtual Reality 13 written by James D. Westwood and published by IOS Press. This book was released on 2005 with total page 660 pages. Available in PDF, EPUB and Kindle. Book excerpt: Magical describes conditions that are outside our understanding of cause and effect. Even in modern societies, magic-based explanations are powerful because, given the complexity of the universe, there are so many opportunities to use them. The history of medicine is defined by progress in understanding the human body - from magical explanations to measurable results. To continue medical progress, physicians and scientists must openly question traditional models. For thirteen years, MMVR has been an incubator for technologies that create new medical understanding via the simulation, visualization, and extension of reality. Researchers create imaginary patients because they offer a more reliable and controllable experience to the novice surgeon. With imaging tools, reality is purposefully distorted to reveal to the clinician what the eye alone cannot see. Robotics and intelligence networks allow the healer's sight, hearing, touch, and judgment to be extended across distance, as if by magic. The moments when scientific truth is suddenly revealed after lengthy observation, experimentation, and measurement is the real magic. These moments are not miraculous, however. book.

Book Computational Geometry

    Book Details:
  • Author : Franco P. Preparata
  • Publisher : Springer Science & Business Media
  • Release : 2012-12-06
  • ISBN : 1461210984
  • Pages : 413 pages

Download or read book Computational Geometry written by Franco P. Preparata and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 413 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the reviews: "This book offers a coherent treatment, at the graduate textbook level, of the field that has come to be known in the last decade or so as computational geometry. ... ... The book is well organized and lucidly written; a timely contribution by two founders of the field. It clearly demonstrates that computational geometry in the plane is now a fairly well-understood branch of computer science and mathematics. It also points the way to the solution of the more challenging problems in dimensions higher than two." #Mathematical Reviews#1 "... This remarkable book is a comprehensive and systematic study on research results obtained especially in the last ten years. The very clear presentation concentrates on basic ideas, fundamental combinatorial structures, and crucial algorithmic techniques. The plenty of results is clever organized following these guidelines and within the framework of some detailed case studies. A large number of figures and examples also aid the understanding of the material. Therefore, it can be highly recommended as an early graduate text but it should prove also to be essential to researchers and professionals in applied fields of computer-aided design, computer graphics, and robotics." #Biometrical Journal#2

Book The Eighth Pacific Conference on Computer Graphics and Applications

Download or read book The Eighth Pacific Conference on Computer Graphics and Applications written by Brian A. Barsky and published by IEEE Computer Society Press. This book was released on 2000 with total page 482 pages. Available in PDF, EPUB and Kindle. Book excerpt: Proceedings of an October 2000 conference. More than half of the papers reflect interest in rendering and geometric modeling. Other research areas, such as visualization, computer human interaction, and computer animation, are also represented. Papers are in sections on rendering, global illumination, text layout and visibility, modeling and simulation, surface modeling and processing, dynamic and subdivision surfaces, meshes and contours, geometric modeling, video techniques, animation, and human computer interaction. Specific subjects include interactive simulation of surgical cuts, the intersection of two ringed surfaces, compression of indoor video sequences using homography-based segmentation, and intuitive virtual grasping for non-haptic environments. Lacks a subject index. Annotation copyrighted by Book News, Inc., Portland, OR.

Book Agents for Games and Simulations

Download or read book Agents for Games and Simulations written by Frank Dignum and published by Springer. This book was released on 2009-12-01 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: Research on multi-agent systems has provided a promising technology for implementing cognitive intelligent non-playing characters. However, the technologies used in game engines and multi-agent platforms are not readily compatible due to some inherent differences in concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multi-agent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, problems occur when current game design techniques are used to incorporate state-of-the-art multi-agent system technology. A very similar argument can be given for agent-based (social) simulation. This volume contains the papers presented at AGS 2009, the First International Workshop on Agents for Games and Simulations, held in Budapest on May 11, 2009. The focus of the workshop was on the particular challenges facing those using agent technology for games and simulations, with topics covering the technical, conceptual and design aspects of the field.