Download or read book Proceedings of the 2011 ACM SIGGRAPHEurographics Symposium on Computer Animation written by The ACM SIGGRAPH / Eurographics Symposium on Computer Animation 2011 and published by . This book was released on 2011 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Proceedings SCA 2011 written by ACM SIGGRAPH Symposium on Computer Animation and published by . This book was released on 2010 with total page 297 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Motion in Games written by Jan Allbeck and published by Springer. This book was released on 2011-11-08 with total page 471 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation.
- Author : John Collomosse
- Publisher :
- Release : 2011-08-05
- ISBN : 9781450309073
- Pages : 234 pages
Proceedings of the ACM SIGGRAPH Eurographics Symposium on Non Photorealistic Animation and Rendering
Download or read book Proceedings of the ACM SIGGRAPH Eurographics Symposium on Non Photorealistic Animation and Rendering written by John Collomosse and published by . This book was released on 2011-08-05 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: SBIM/NPAR/CAe 2011: Joint Symposia on Sketch-Based Interfaces and Modeling, Non-Photorealistic Animation and Computational Aesthetics Aug 05, 2011-Aug 07, 2011 Vancouver, Canada. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
Download or read book Motion in Games written by Marcelo Kallmann and published by Springer. This book was released on 2012-11-10 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture.
Download or read book Simulating Heterogeneous Crowds with Interactive Behaviors written by Nuria Pelechano and published by CRC Press. This book was released on 2016-10-26 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a deep understanding of state-of-art methods for simulation of heterogeneous crowds in computer graphics. It will cover different aspects that are necessary to achieve plausible crowd behaviors. The book will be a review of the most recent literature in this field that can help professionals and graduate students interested in this field to get up to date with the latest contributions, and open problems for their possible future research. The chapter contributors are well known researchers and practitioners in the field and they include their latest contributions in the different topics required to achieve believable heterogeneous crowd simulation.
Download or read book Graphical Simulation of Deformable Models written by Jianping Cai and published by Springer. This book was released on 2016-12-20 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers dynamic simulation of deformable objects, which is one of the most challenging tasks in computer graphics and visualization. It focuses on the simulation of deformable models with anisotropic materials, one of the less common approaches in the existing research. Both physically-based and geometrically-based approaches are examined. The authors start with transversely isotropic materials for the simulation of deformable objects with fibrous structures. Next, they introduce a fiber-field incorporated corotational finite element model (CLFEM) that works directly with a constitutive model of transversely isotropic material. A smooth fiber-field is used to establish the local frames for each element. To introduce deformation simulation for orthotropic materials, an orthotropic deformation controlling frame-field is conceptualized and a frame construction tool is developed for users to define the desired material properties. The orthotropic frame-field is coupled with the CLFEM model to complete an orthotropic deformable model. Finally, the authors present an integrated real-time system for animation of skeletal characters with anisotropic tissues. To solve the problems of volume distortion and high computational costs, a strain-based PBD framework for skeletal animation is explained; natural secondary motion of soft tissues is another benefit. The book is written for those researchers who would like to develop their own algorithms. The key mathematical and computational concepts are presented together with illustrations and working examples. It can also be used as a reference book for graduate students and senior undergraduates in the areas of computer graphics, computer animation, and virtual reality. Academics, researchers, and professionals will find this to be an exceptional resource.
Download or read book Real Time Visual Effects for Game Programming written by Chang-Hun Kim and published by Springer. This book was released on 2015-04-30 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book introduces the latest visual effects (VFX) techniques that can be applied to game programming. The usefulness of the physicality-based VFX techniques, such as water, fire, smoke, and wind, has been proven through active involvement and utilization in movies and images. However, they have yet to be extensively applied in the game industry, due to the high technical barriers. Readers of this book can learn not only the theories about the latest VFX techniques, but also the methodology of game programming, step by step. The practical VFX processing techniques introduced in this book will provide very helpful information to game programmers. Due to the lack of instructional books about VFX-related game programming, the demand for knowledge regarding these high-tech VFXs might be very high.
Download or read book Image and Graphics written by Yu-Jin Zhang and published by Springer. This book was released on 2015-08-03 with total page 678 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed conference proceedings of the 8th International Conference on Image and Graphics, ICIG 2015 held in Tianjin, China, in August 2015. The 164 revised full papers and 6 special issue papers were carefully reviewed and selected from 339 submissions. The papers focus on various advances of theory, techniques and algorithms in the fields of images and graphics.
Download or read book Computer Vision Imaging and Computer Graphics Theory and Applications written by José Braz and published by Springer. This book was released on 2017-08-08 with total page 625 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes thoroughly revised and selected papers from the 11th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2016, held in Rome, Italy, in February 2016. VISIGRAPP comprises GRAPP, International Conference on Computer Graphics Theory and Applications; IVAPP, International Conference on Information Visualization Theory and Applications; and VISAPP, International Conference on Computer Vision Theory and Applications. The 28 thoroughly revised and extended papers presented in this volume were carefully reviewed and selected from 338 submissions. The book also contains one invited talk in full-paper length. The regular papers were organized in topical sections named: computer graphics theory and applications; information visualization theory and applications; and computer vision theory and applications.
Download or read book Handbook of Virtual Environments written by Kelly S. Hale and published by CRC Press. This book was released on 2014-09-10 with total page 1371 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Complete Toolbox of Theories and TechniquesThe second edition of a bestseller, Handbook of Virtual Environments: Design, Implementation, and Applications presents systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the
Download or read book ACM SIGGRAPH 2011 Computer Animation Festival written by Joshua Grow and published by . This book was released on 2011-08-07 with total page 105 pages. Available in PDF, EPUB and Kindle. Book excerpt: SIGGRAPH '11: Special Interest Group on Computer Graphics and Interactive Techniques Conference Aug 07, 2011-Aug 11, 2011 Vancouver, Canada. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
Download or read book Transactions on Edutainment XIII written by Zhigeng Pan and published by Springer. This book was released on 2017-03-07 with total page 310 pages. Available in PDF, EPUB and Kindle. Book excerpt: This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 25 papers presented in the 13th issue were organized in topical sections named: learning games and visualization; virtual reality and applications; 3D graphics technology, multimedia computing, and others.
Download or read book Transactions on Computational Science XXIII written by Marina L. Gavrilova and published by Springer. This book was released on 2014-06-12 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: This, the 23rd issue of the Transactions on Computational Science journal, guest edited by Xiaoyang Mao and Lichan Hong, is devoted to the topic of security in virtual worlds. It contains extended versions of the best papers selected from those presented at the International Conference on Cyberworlds 2013, held at Keio University, Yokohama, Japan, October 21-23, 2013. The 11 papers in the volume have been organized into topical sections on modeling, rendering, motion, virtual environments and affective computing.
Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA
Download or read book Image and Video Based Artistic Stylisation written by Paul Rosin and published by Springer Science & Business Media. This book was released on 2012-10-29 with total page 396 pages. Available in PDF, EPUB and Kindle. Book excerpt: Non-photorealistic rendering (NPR) is a combination of computer graphics and computer vision that produces renderings in various artistic, expressive or stylized ways such as painting and drawing. This book focuses on image and video based NPR, where the input is a 2D photograph or a video rather than a 3D model. 2D NPR techniques have application in areas as diverse as consumer and professional digital photography and visual effects for TV and film production. The book covers the full range of the state of the art of NPR with every chapter authored by internationally renowned experts in the field, covering both classical and contemporary techniques. It will enable both graduate students in computer graphics, computer vision or image processing and professional developers alike to quickly become familiar with contemporary techniques, enabling them to apply 2D NPR algorithms in their own projects.
Download or read book Vision Based Human Activity Recognition written by Zhongxu Hu and published by Springer Nature. This book was released on 2022-04-22 with total page 130 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a systematic, comprehensive, and timely review on V-HAR, and it covers the related tasks, cutting-edge technologies, and applications of V-HAR, especially the deep learning-based approaches. The field of Human Activity Recognition (HAR) has become one of the trendiest research topics due to the availability of various sensors, live streaming of data and the advancement in computer vision, machine learning, etc. HAR can be extensively used in many scenarios, for example, medical diagnosis, video surveillance, public governance, also in human–machine interaction applications. In HAR, various human activities such as walking, running, sitting, sleeping, standing, showering, cooking, driving, abnormal activities, etc., are recognized. The data can be collected from wearable sensors or accelerometer or through video frames or images; among all the sensors, vision-based sensors are now the most widely used sensors due to their low-cost, high-quality, and unintrusive characteristics. Therefore, vision-based human activity recognition (V-HAR) is the most important and commonly used category among all HAR technologies. The addressed topics include hand gestures, head pose, body activity, eye gaze, attention modeling, etc. The latest advancements and the commonly used benchmark are given. Furthermore, this book also discusses the future directions and recommendations for the new researchers.