Download or read book Computer Graphics written by Jonas Gomes and published by CRC Press. This book was released on 2012-04-24 with total page 562 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Graphics: Theory and Practice provides a complete and integrated introduction to this area. The book only requires basic knowledge of calculus and linear algebra, making it an accessible introductory text for students. It focuses on conceptual aspects of computer graphics, covering fundamental mathematical theories and models and the inherent problems in implementing them. In so doing, the book introduces readers to the core challenges of the field and provides suggestions for further reading and studying on various topics. For each conceptual problem described, solution strategies are compared and presented in algorithmic form. This book, along with its companion Design and Implementation of 3D Graphics Systems, gives readers a full understanding of the principles and practices of implementing 3D graphics systems.
Download or read book NeuroAnimator microform Fast Neural Network Emulation and Control of Physics based Models written by Radek Grzeszczuk and published by National Library of Canada = Bibliothèque nationale du Canada. This book was released on 1998 with total page 134 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book 3D Video written by Laurent Lucas and published by John Wiley & Sons. This book was released on 2013-12-04 with total page 338 pages. Available in PDF, EPUB and Kindle. Book excerpt: While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century. The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide the necessary elements for understanding the underlying computer-based science of these technologies. They consider applications and perspectives previously unexplored due to technological limitations. This book guides the reader through the production process of 3D videos; from acquisition, through data treatment and representation, to 3D diffusion. Several types of camera systems are considered (multiscopic or multiview) which lead to different acquisition, modeling and storage-rendering solutions. The application of these systems is also discussed to illustrate varying performance benefits, making this book suitable for students, academics, and also those involved in the film industry.
Download or read book A Computational Approach to Digital Chinese Painting and Calligraphy written by Songhua Xu and published by Springer Science & Business Media. This book was released on 2009-05-12 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: "A Computational Approach to Digital Chinese Painting and Calligraphy" is a technical book on computer science and its applications in the arts. It focuses on Oriental digital arts, in particular Chinese arts and painting, offering a multi-disciplinary treatment from the angles of computer graphics, interactive techniques, human-computer interaction, and artificial intelligence. The book also discusses the unique difficulties and challenges of using the computer to produce Oriental arts, including research results by the authors and their lessons and engineering experiences behind these efforts. Songhua Xu is a computer scientist of Zhejiang University and Yale University, as well as an honorary researcher of the University of Hong Kong. Francis C.M. Lau is Professor at the University of Hong Kong where he leads the Systems Research Group in the Department of Computer Science. Yunhe Pan is Professor of Computer Science at Zhejiang University as well as Deputy President of Chinese Academy of Engineering.
Download or read book Transactions on Edutainment V written by Xubo Yang and published by Springer. This book was released on 2011-01-27 with total page 280 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 5th volume in this series represents a selection of 12 contributions from DMDCM 2010, the 5th International Conference on Digital Media and Digital Content Management, held in Chongqing, China, in December 2010, as well as 9 regular papers. The papers cover topics such as human-computer interaction, virtual exhibit, face recognition, character animation etc.; they moreover present a large number of application examples in the area of e-learning, game, animation, multimedia, and virtual reality which gives more broad view on the application of edutainment-related techniques.
Download or read book Modeling Simulation and Optimization of Bipedal Walking written by Katja Mombaur and published by Springer Science & Business Media. This book was released on 2013-02-28 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: The model-based investigation of motions of anthropomorphic systems is an important interdisciplinary research topic involving specialists from many fields such as Robotics, Biomechanics, Physiology, Orthopedics, Psychology, Neurosciences, Sports, Computer Graphics and Applied Mathematics. This book presents a study of basic locomotion forms such as walking and running is of particular interest due to the high demand on dynamic coordination, actuator efficiency and balance control. Mathematical models and numerical simulation and optimization techniques are explained, in combination with experimental data, which can help to better understand the basic underlying mechanisms of these motions and to improve them. Example topics treated in this book are Modeling techniques for anthropomorphic bipedal walking systems Optimized walking motions for different objective functions Identification of objective functions from measurements Simulation and optimization approaches for humanoid robots Biologically inspired control algorithms for bipedal walking Generation and deformation of natural walking in computer graphics Imitation of human motions on humanoids Emotional body language during walking Simulation of biologically inspired actuators for bipedal walking machines Modeling and simulation techniques for the development of prostheses Functional electrical stimulation of walking.
Download or read book Augmented and Virtual Reality written by Lucio Tommaso De Paolis and published by Springer. This book was released on 2014-12-09 with total page 480 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly revised papers of the First International Conference on Augmented and Virtual Reality, AVR 2014, held in Lecce, Italy, in September 2014. The 28 papers, 2 tutorials and 3 keynotes presented were carefully reviewed and selected from 76 submissions. They include topics from virtual/augmented/mixed reality to 3D user interfaces and the technology needed to enable these environments to a wide range of applications (medical, entertainment, military, design, manufacture, maintenance, arts and cultural heritage).
Download or read book Modern Machine Learning Techniques and Their Applications in Cartoon Animation Research written by Jun Yu and published by John Wiley & Sons. This book was released on 2013-03-18 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: The integration of machine learning techniques and cartoon animation research is fast becoming a hot topic. This book helps readers learn the latest machine learning techniques, including patch alignment framework; spectral clustering, graph cuts, and convex relaxation; ensemble manifold learning; multiple kernel learning; multiview subspace learning; and multiview distance metric learning. It then presents the applications of these modern machine learning techniques in cartoon animation research. With these techniques, users can efficiently utilize the cartoon materials to generate animations in areas such as virtual reality, video games, animation films, and sport simulations
Download or read book Computational Intelligence written by Kurosh Madani and published by Springer. This book was released on 2015-11-19 with total page 517 pages. Available in PDF, EPUB and Kindle. Book excerpt: The present book includes a set of selected extended papers from the fifth International Joint Conference on Computational Intelligence (IJCCI 2013), held in Vilamoura, Algarve, Portugal, from 20 to 22 September 2013. The conference was composed by three co-located conferences: The International Conference on Evolutionary Computation Theory and Applications (ECTA), the International Conference on Fuzzy Computation Theory and Applications (FCTA), and the International Conference on Neural Computation Theory and Applications (NCTA). Recent progresses in scientific developments and applications in these three areas are reported in this book. IJCCI received 111 submissions, from 30 countries, in all continents. After a double blind paper review performed by the Program Committee, only 24 submissions were accepted as full papers and thus selected for oral presentation, leading to a full paper acceptance ratio of 22%. Additional papers were accepted as short papers and posters. A further selection was made after the Conference, based also on the assessment of presentation quality and audience interest, so that this book includes the extended and revised versions of the very best papers of IJCCI 2013. Commitment to high quality standards is a major concern of IJCCI that will be maintained in the next editions, considering not only the stringent paper acceptance ratios but also the quality of the program committee, keynote lectures, participation level and logistics.
Download or read book Bridging the Gap between Rendering and Simulation Frameworks written by Nico Hempe and published by Springer. This book was released on 2016-06-06 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: Taking into account aspects of semantic world models and graph databases, Nico Hempe presents concepts for a new class of modern Multi-Domain VR Simulation Systems based on the principles of the research field of eRobotics. Nico Hempe not only shows how to overcome structural differences between rendering and simulation frameworks to allow attractive and intuitive representations of the generated results, he also demonstrates ways to enable rendering-supported simulations. The outcome is an intuitive multi-purpose development tool for multiple applications, ranging from industrial domains over environmental scenarios up to space robotics.
Download or read book Visual Computing for Cultural Heritage written by Fotis Liarokapis and published by Springer Nature. This book was released on 2020-04-07 with total page 440 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.
Download or read book Virtual Augmented and Mixed Reality written by Randall Shumaker and published by Springer. This book was released on 2015-07-20 with total page 553 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume constitutes the refereed proceedings of the 7th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCI 2015, held in Los Angeles, CA, USA, in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 54 papers included in this volume are organized in the following topical sections: user experience in virtual and augmented environments; developing virtual and augmented environments; agents and robots in virtual environments; VR for learning and training; VR in Health and Culture; industrial and military applications.
Download or read book The Oxford Handbook of Virtuality written by Mark Grimshaw and published by Oxford Handbooks. This book was released on 2014-02 with total page 794 pages. Available in PDF, EPUB and Kindle. Book excerpt: The book is a compendium of thinking on virtuality and its relationship to reality from the perspective of a variety of philosophical and applied fields of study. Topics covered include presence, immersion, emotion, ethics, utopias and dystopias, image, sound, literature, AI, law, economics, medical and military applications, religion, and sex.
Download or read book Motion in Games written by Arjan Egges and published by Springer. This book was released on 2009-11-16 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: Following the very successful Motion in Games event in June 2008, we or- nized the Second International Workshop on Motion in Games (MIG) during November 21–24, 2009 in Zeist, The Netherlands. Games have become a very important medium for both education and - tertainment. Motion plays a crucial role in computer games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to games. Motion is currently studied in many di?erent areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilizationbetween these communities can considerably advance the state of the art in this area. The goal of the workshop Motion in Games is to bring together researchers from this variety of ?elds to present the most recent results and to initiate collaboration. The workshop is organized by the Dutch research project GATE. In total, the workshop this year consisted of 27 high-quality presentations by a selection of internationally renownedspeakers in the ?eld of games and simulations. We were extremely pleased with the quality of the contributions to the MIG workshop and we look forward to organizing a follow-up MIG event.
Download or read book Fundamentals of Computer Graphics written by Steve Marschner and published by CRC Press. This book was released on 2018-10-24 with total page 771 pages. Available in PDF, EPUB and Kindle. Book excerpt: Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs. Key Features Provides a thorough treatment of basic and advanced topics in current graphics algorithms Explains core principles intuitively, with numerous examples and pseudo-code Gives updated coverage of the graphics pipeline, signal processing, texture mapping, graphics hardware, reflection models, and curves and surfaces Uses color images to give more illustrative power to concepts
Download or read book Computational Science and Its Applications ICCSA 2011 written by Beniamino Murgante and published by Springer Science & Business Media. This book was released on 2011-06-15 with total page 765 pages. Available in PDF, EPUB and Kindle. Book excerpt: The five-volume set LNCS 6782 - 6786 constitutes the refereed proceedings of the International Conference on Computational Science and Its Applications, ICCSA 2011, held in Santander, Spain, in June 2011. The five volumes contain papers presenting a wealth of original research results in the field of computational science, from foundational issues in computer science and mathematics to advanced applications in virtually all sciences making use of computational techniques. The topics of the fully refereed papers are structured according to the five major conference themes: geographical analysis, urban modeling, spatial statistics; cities, technologies and planning; computational geometry and applications; computer aided modeling, simulation, and analysis; and mobile communications.
Download or read book Fundamentals of Computer Graphics written by Peter Shirley and published by CRC Press. This book was released on 2005-07-19 with total page 652 pages. Available in PDF, EPUB and Kindle. Book excerpt: The second edition of this widely adopted text includes a wealth of new material, with new chapters on Signal Processing (Marschner), Using Graphics Hardware (Willemsen), Building Interactive Graphics Applications (Sung), Perception (Thompson), Curves (Gleicher), Computer Animation (Ashikhmin), and Tone Reproduction (Reinhard). Maintaining the stre