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 554 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 inher
Download or read book Proceedings written by and published by . This book was released on 1977 with total page 606 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Introduction to Computer Graphics written by Fabio Ganovelli and published by CRC Press. This book was released on 2014-10-17 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teach Your Students How to Create a Graphics Application Introduction to Computer Graphics: A Practical Learning Approach guides students in developing their own interactive graphics application. The authors show step by step how to implement computer graphics concepts and theory using the EnvyMyCar (NVMC) framework as a consistent example throughout the text. They use the WebGL graphics API to develop NVMC, a simple, interactive car racing game. Each chapter focuses on a particular computer graphics aspect, such as 3D modeling and lighting. The authors help students understand how to handle 3D geometric transformations, texturing, complex lighting effects, and more. This practical approach leads students to draw the elements and effects needed to ultimately create a visually pleasing car racing game. The code is available at www.envymycarbook.com Puts computer graphics theory into practice by developing an interactive video game Enables students to experiment with the concepts in a practical setting Uses WebGL for code examples Requires knowledge of general programming and basic notions of HTML and JavaScript Provides the software and other materials on the book’s website Software development does not require installation of IDEs or libraries, only a text editor.
Download or read book Computer Simulation written by Dragan Cvetković and published by BoD – Books on Demand. This book was released on 2017-06-07 with total page 268 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first chapter provides an overview of the development of a novel agent-based simulation model of socio-environmental innovation diffusion. The second chapter shows the study about rendering of colours with three rendering engines. The third and fourth chapters are devoted to modelling clothes at different levels. The fifth chapter describes the modelling of computer simulation in the optimization of bioprocess technology. Chapters 6 and 7 formulate a physical model of deformation of steel and idea of constructing a scientific workshop focused on high-temperature processes. Chapter 8 formulates surrogate models. Chapter 9 shows computer simulation of high-frequency electromagnetic fields. Chapter 10 proposes the modelling of the task allocation problem by the use of Petri Nets. Chapter 11 presents various scenarios whose ranking is done according to defined criteria and weight coefficients.
Download or read book Context Aware Human Robot and Human Agent Interaction written by Nadia Magnenat-Thalmann and published by Springer. This book was released on 2015-09-25 with total page 301 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book to describe how Autonomous Virtual Humans and Social Robots can interact with real people, be aware of the environment around them, and react to various situations. Researchers from around the world present the main techniques for tracking and analysing humans and their behaviour and contemplate the potential for these virtual humans and robots to replace or stand in for their human counterparts, tackling areas such as awareness and reactions to real world stimuli and using the same modalities as humans do: verbal and body gestures, facial expressions and gaze to aid seamless human-computer interaction (HCI). The research presented in this volume is split into three sections: ·User Understanding through Multisensory Perception: deals with the analysis and recognition of a given situation or stimuli, addressing issues of facial recognition, body gestures and sound localization. ·Facial and Body Modelling Animation: presents the methods used in modelling and animating faces and bodies to generate realistic motion. ·Modelling Human Behaviours: presents the behavioural aspects of virtual humans and social robots when interacting and reacting to real humans and each other. Context Aware Human-Robot and Human-Agent Interaction would be of great use to students, academics and industry specialists in areas like Robotics, HCI, and Computer Graphics.
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 749 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 Intelligent Computer Graphics 2010 written by Dimitri Plemenos and published by Springer Science & Business Media. This book was released on 2010-12-01 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: Nowadays, intelligent techniques are more and more used in Computer Graphics in order to optimise the processing time, to find more accurate solutions for a lot of Computer Graphics problems, than with traditional methods, or simply to find solutions in problems where traditional methods fail. The purpose of this volume is to present current work of the Intelligent Computer Graphics community, a community growing up year after year. This volume is a kind of continuation of the previously published Springer volumes “Artificial Intelligence Techniques for Computer Graphics” (2008) and “Intelligent Computer Graphics 2009” (2009). This volume contains selected extended papers from the last 3IA Conference (3IA’2010), which has been held in Athens (Greece) in May 2010. This year papers are particularly exciting and concern areas like rendering, viewpoint quality, data visualisation, vision, computational aesthetics, scene understanding, intelligent lighting, declarative modelling, GIS, scene reconstruction and other important themes.
Download or read book Fundamentals of Computer Graphics written by Peter Shirley and published by CRC Press. This book was released on 2009-07-21 with total page 784 pages. Available in PDF, EPUB and Kindle. Book excerpt: With contributions by Michael Ashikhmin, Michael Gleicher, Naty Hoffman, Garrett Johnson, Tamara Munzner, Erik Reinhard, Kelvin Sung, William B. Thompson, Peter Willemsen, Brian Wyvill. The third edition of this widely adopted text gives students a comprehensive, fundamental introduction to computer graphics. The authors present the mathematical fo
Download or read book Subdivision Surface Modeling Technology written by Wenhe Liao and published by Springer. This book was released on 2017-10-11 with total page 317 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a comprehensive introduction to Subdivision Surface Modeling Technology focusing not only on fundamental theories but also on practical applications. It furthers readers’ understanding of the contacts between spline surfaces and subdivision surfaces, enabling them to master the Subdivision Surface Modeling Technology for analyzing subdivision surfaces. Subdivision surface modeling is a popular technology in the field of computer aided design (CAD) and computer graphics (CG) thanks to its ability to model meshes of any topology. The book also discusses some typical Subdivision Surface Modeling Technologies, such as interpolation, fitting, fairing, intersection, as well as trimming and interactive editing. It is a valuable tool, enabling readers to grasp the main technologies of subdivision surface modeling and use them in software development, which in turn leads to a better understanding of CAD/CG software operations.
Download or read book New Developments in the Visualization and Processing of Tensor Fields written by David H. Laidlaw and published by Springer Science & Business Media. This book was released on 2012-09-14 with total page 389 pages. Available in PDF, EPUB and Kindle. Book excerpt: Bringing together key researchers in disciplines ranging from visualization and image processing to applications in structural mechanics, fluid dynamics, elastography, and numerical mathematics, the workshop that generated this edited volume was the third in the successful Dagstuhl series. Its aim, reflected in the quality and relevance of the papers presented, was to foster collaboration and fresh lines of inquiry in the analysis and visualization of tensor fields, which offer a concise model for numerous physical phenomena. Despite their utility, there remains a dearth of methods for studying all but the simplest ones, a shortage the workshops aim to address. Documenting the latest progress and open research questions in tensor field analysis, the chapters reflect the excitement and inspiration generated by this latest Dagstuhl workshop, held in July 2009. The topics they address range from applications of the analysis of tensor fields to purer research into their mathematical and analytical properties. They show how cooperation and the sharing of ideas and data between those engaged in pure and applied research can open new vistas in the study of tensor fields.
Download or read book Computer Graphics Through OpenGL written by Sumanta Guha and published by CRC Press. This book was released on 2022-12-15 with total page 1219 pages. Available in PDF, EPUB and Kindle. Book excerpt: COMPREHENSIVE COVERAGE OF SHADERS, THE PROGRAMMABLE PIPELINE AND WEBGL From geometric primitives to animation to 3D modeling to lighting, shading and texturing, Computer Graphics Through OpenGL®: From Theory to Experiments is a comprehensive introduction to computer graphics which uses an active learning style to teach key concepts. Equally emphasizing theory and practice, the book provides an understanding not only of the principles of 3D computer graphics, but also the use of the OpenGL® Application Programming Interface (API) to code 3D scenes and animation, including games and movies. The undergraduate core of the book takes the student from zero knowledge of computer graphics to a mastery of the fundamental concepts with the ability to code applications using fourth-generation OpenGL®, as well as using WebGL® in order to publish to the web. The remaining chapters explore more advanced topics, including the structure of curves and surfaces, applications of projective spaces and transformations and the implementation of graphics pipelines. This book can be used for introductory undergraduate computer graphics courses over one to two semesters. The careful exposition style attempting to explain each concept in the simplest terms possible should appeal to the self-study student as well. Features Covers the foundations of 3D computer graphics, including animation, visual techniques and 3D modeling Comprehensive coverage of OpenGL® 4.x, including the GLSL and vertex, fragment, tessellation and geometry shaders Comprehensive coverage of WebGL® 2.0. Includes 440 programs and experiments Contains 700 exercises, 100 worked examples and 650 four-color illustrations Requires no previous knowledge of computer graphics Balances theory with programming practice using a hands-on interactive approach to explain the underlying concepts
Download or read book Computer Graphics written by John F. Hughes and published by Pearson Education. This book was released on 2014 with total page 1266 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Graphics: Principles and Practice, Third Edition,remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications. The authors explain the principles, as well as the mathematics, underlying computer graphics–knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, programming problems, and hands-on projects. This revised edition features New coverage of the rendering equation, GPU architecture considerations, and importance- sampling in physically based rendering An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces 3D real-time graphics platforms–their design goals and trade-offs–including new mobile and browser platforms Programming and debugging approaches unique to graphics development The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocode–whichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors' website (cgpp.net) or the publisher's website (informit.com/title/9780321399526). Instructor resources will be available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.
Download or read book KI 2009 Advances in Artificial Intelligence written by Bärbel Mertsching and published by Springer. This book was released on 2009-09-29 with total page 757 pages. Available in PDF, EPUB and Kindle. Book excerpt: The 32nd Annual German Conference on Arti?cial Intelligence, KI 2009 (KI being the German acronym for AI), was held at the University of Paderborn, Germany on September 15–18, 2009, continuing a series of successful events. Starting back in 1975 as a national meeting, the conference now gathers - searchers and developers from academic ?elds and industries worldwide to share their research results covering all aspects of arti?cial intelligence. This year we received submissions from 23 countries and 4 continents. Besides the inter- tional orientation, we made a major e?ort to include as many branches of AI as possible under the roof of the KI conference. A total of 21 area chairs represe- ing di?erent communities within the ?eld of AI selected further members of the program committee and helped the local organizers to acquire papers. The new approach appealed to the AI community: we had 126 submissions, which cons- tuted an increase of more than 50%, and which resulted in 14 parallel sessions on the following topics agents and intelligent virtual environments AI and engineering automated reasoning cognition evolutionary computation Robotics experience and knowledge management history and philosophical foundations knowledge representation and reasoning machine learning and mining natural language processing planning and scheduling spatial and temporal reasoning vision and perception o?ering cutting edge presentations and discussions with leading experts. Thirty-one percent of the contributions came from outside German-speaking countries.
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 View Dependent Character Animation written by Parag Chaudhuri and published by Springer Science & Business Media. This book was released on 2007-09-24 with total page 149 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating moving camera character animations in 3D is a multi-faceted computer graphics and computer vision problem that requires a formal representation of the moving camera, and efficient algorithms to help author manage and render the multitude of character poses required for the animation. This well-researched book introduces view-dependent character animation, covering all the relevant background work. Numerous example animations are offered to explain and illustrate this versatile technique.
Download or read book The Pixar Touch written by David A. Price and published by Vintage. This book was released on 2009-05-05 with total page 330 pages. Available in PDF, EPUB and Kindle. Book excerpt: A Wall Street Journal Best Book of the Year The Pixar Touch is a lively chronicle of Pixar Animation Studios' history and evolution, and the “fraternity of geeks” who shaped it. With the help of animating genius John Lasseter and visionary businessman Steve Jobs, Pixar has become the gold standard of animated filmmaking, beginning with a short special effects shot made at Lucasfilm in 1982 all the way up through the landmark films Toy Story, Finding Nemo, Wall-E, and others. David A. Price goes behind the scenes of the corporate feuds between Lasseter and his former champion, Jeffrey Katzenberg, as well as between Jobs and Michael Eisner. And finally he explores Pixar's complex relationship with the Walt Disney Company as it transformed itself into the $7.4 billion jewel in the Disney crown. With an Updated Epilogue
Download or read book Introduction to Computer Graphics written by Karsten Lehn and published by Springer Nature. This book was released on 2023-06-05 with total page 476 pages. Available in PDF, EPUB and Kindle. Book excerpt: A basic understanding of the key techniques in computer graphics can open the door to this exciting field and its many applications, including for video games and for augmented and virtual reality. This easy-to-follow textbook and reference introduces the fundamental concepts of computer graphics, integrating both technical background and theory with practical examples and applications throughout. Thoroughly revised and updated, this new edition continues to present a user-friendly approach to creating images and animations, complementing the expanded coverage of topics with usage of example programs and exercises. Topics and features: Contains pedagogical tools, including easy-to-understand example programs and end-of-chapter exercises Presents a practical guide to basic computer graphics programming using the Open Graphics Library (OpenGL) and the widely used Java programming language Includes new and expanded content on the OpenGL graphics pipelines, shader programming, drawing basic objects using the OpenGL, three-dimensional modelling, quaternions, rasterisation, antialiasing and more Supplies complete Java project examples as supplementary material This reader-friendly textbook is an essential tool for second-year undergraduate students and above, providing clear and concise explanations of the basic concepts of computer graphics. It will enable readers to immediately implement these concepts using the OpenGL and Java (with only elementary knowledge of the programming language). Prof. Dr.-Ing. Karsten Lehn works at the Faculty of Information Technology at Fachhochschule Dortmund, University of Applied Sciences and Arts. Prof. Dr. Merijam Gotzes is teaching at Hamm-Lippstadt University of Applied Sciences. Prof. Dr. Frank Klawonn is head of the Data Analysis and Pattern Recognition Laboratory at the Ostfalia University of Applied Sciences and heads the Biostatistics Research Group at the Helmholtz Centre for Infection Research.