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EBookClubs

Read Books & Download eBooks Full Online

Book Symposium on Computer Animation 2006

Download or read book Symposium on Computer Animation 2006 written by Marie-Paule Cani and published by A K Peters/CRC Press. This book was released on 2006-08-15 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book contains the papers presented at the ACM SIGGRAPH / Eurographics Symposium on Computer Animation.

Book Human Motion

    Book Details:
  • Author : Bodo Rosenhahn
  • Publisher : Springer Science & Business Media
  • Release : 2008
  • ISBN : 1402066929
  • Pages : 628 pages

Download or read book Human Motion written by Bodo Rosenhahn and published by Springer Science & Business Media. This book was released on 2008 with total page 628 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book which informs about recent progress in biomechanics, computer vision and computer graphics – all in one volume. Researchers from these areas have contributed to this book to promote the establishment of human motion research as a multi-facetted discipline and to improve the exchange of ideas and concepts between these three areas. The book combines carefully written reviews with detailed reports on recent progress in research.

Book Motion in Games

    Book Details:
  • Author : Jan Allbeck
  • Publisher : Springer Science & Business Media
  • Release : 2011-10-28
  • ISBN : 3642250890
  • Pages : 471 pages

Download or read book Motion in Games written by Jan Allbeck and published by Springer Science & Business Media. This book was released on 2011-10-28 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.

Book Smart Graphics

    Book Details:
  • Author : Robyn Taylor
  • Publisher : Springer
  • Release : 2010-06-26
  • ISBN : 3642135447
  • Pages : 301 pages

Download or read book Smart Graphics written by Robyn Taylor and published by Springer. This book was released on 2010-06-26 with total page 301 pages. Available in PDF, EPUB and Kindle. Book excerpt: Annotation This book constitutes the refereed proceedings of the 10th International Symposium on Smart Graphics, SG 2010, held in Banff, Canada, in June 2010. The 31 revised full papers presented were carefully reviewed and selected from numerous submissions with a wide range of topics including virtual reality and simulation, sketch-based interfaces, visual analytics, and camera planning. The papers are organized in topical sections on sketching, physics and simulation, camera planning, imaging, visual analytics, and art.

Book Crowd Simulation

    Book Details:
  • Author : Daniel Thalmann
  • Publisher : Springer Science & Business Media
  • Release : 2012-10-03
  • ISBN : 1447144503
  • Pages : 305 pages

Download or read book Crowd Simulation written by Daniel Thalmann and published by Springer Science & Business Media. This book was released on 2012-10-03 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Research into the methods and techniques used in simulating crowds has developed extensively within the last few years, particularly in the areas of video games and film. Despite recent impressive results when simulating and rendering thousands of individuals, many challenges still exist in this area. The comparison of simulation with reality, the realistic appearance of virtual humans and their behavior, group structure and their motion, and collision avoidance are just some examples of these challenges. For most of the applications of crowds, it is now a requirement to have real-time simulations – which is an additional challenge, particularly when crowds are very large. Crowd Simulation analyses these challenges in depth and suggests many possible solutions. Daniel Thalmann and Soraia Musse share their experiences and expertise in the application of: · Population modeling · Virtual human animation · Behavioral models for crowds · The connection between virtual and real crowds · Path planning and navigation · Visual attention models · Geometric and populated semantic environments · Crowd rendering The second edition presents techniques and methods developed since the authors first covered the simulation of crowds in 2007. Crowd Simulation includes in-depth discussions on the techniques of path planning, including a new hybrid approach between navigation graphs and potential-based methods. The importance of gaze attention – individuals appearing conscious of their environment and of others – is introduced, and a free-of-collision method for crowds is also discussed.

Book Computer Vision for Visual Effects

Download or read book Computer Vision for Visual Effects written by Richard J. Radke and published by Cambridge University Press. This book was released on 2013 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the fundamental computer vision principles and state-of-the-art algorithms used to create cutting-edge visual effects for movies and television. It describes classical computer vision algorithms and recent developments, features more than 200 original images, and contains in-depth interviews with Hollywood visual effects artists that tie the mathematical concepts to real-world filmmaking.

Book Real Time Visual Effects for Game Programming

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.

Book Immersive Video Technologies

Download or read book Immersive Video Technologies written by Giuseppe Valenzise and published by Academic Press. This book was released on 2022-09-29 with total page 686 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get a broad overview of the different modalities of immersive video technologies—from omnidirectional video to light fields and volumetric video—from a multimedia processing perspective. From capture to representation, coding, and display, video technologies have been evolving significantly and in many different directions over the last few decades, with the ultimate goal of providing a truly immersive experience to users. After setting up a common background for these technologies, based on the plenoptic function theoretical concept, Immersive Video Technologies offers a comprehensive overview of the leading technologies enabling visual immersion, including omnidirectional (360 degrees) video, light fields, and volumetric video. Following the critical components of the typical content production and delivery pipeline, the book presents acquisition, representation, coding, rendering, and quality assessment approaches for each immersive video modality. The text also reviews current standardization efforts and explores new research directions. With this book the reader will a) gain a broad understanding of immersive video technologies that use three different modalities: omnidirectional video, light fields, and volumetric video; b) learn about the most recent scientific results in the field, including the recent learning-based methodologies; and c) understand the challenges and perspectives for immersive video technologies. - Describes the whole content processing chain for the main immersive video modalities (omnidirectional video, light fields, and volumetric video) - Offers a common theoretical background for immersive video technologies based on the concept of plenoptic function - Presents some exemplary applications of immersive video technologies

Book User Centered Design for Medical Visualization

Download or read book User Centered Design for Medical Visualization written by Dong, Feng and published by IGI Global. This book was released on 2008-05-30 with total page 434 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book features a comprehensive review of advances in medical visualization and human-computer interaction. It investigates the human roles during a visualization process, specifically motivation-based design, user-based design, and perception-and-cognitive-based design. It also provides real-world examples and insight into the analytical and architectural aspects of user centered design"--Provided by publisher.

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 2009-11-26 with total page 1157 pages. Available in PDF, EPUB and Kindle. Book excerpt: It is with greatpleasure that we present the proceedings of the 5th International Symposium on Visual Computing (ISVC 2009), which was held in Las Vegas, Nevada. ISVC o?ers a common umbrella for the four main areas of visual c- puting includingvision,graphics,visualization,andvirtualreality.Thegoalisto provide a forum for researchers, scientists, engineers, and practitioners throu- out the world to present their latest research ?ndings, ideas, developments, and applications in the broader area of visual computing. This year, the program consisted of 16 oral sessions, one poster session, 7 special tracks, and 6 keynote presentations. Also, this year ISVC hosted the Third Semantic Robot Vision Challenge.The responseto the call for papers was verygood;wereceivedover320submissionsfor themainsymposiumfromwhich we accepted 97 papers for oral presentation and 63 papers for poster presen- tion. Special track papers were solicited separately through the Organizing and Program Committees of each track. A total of 40 papers were accepted for oral presentation and 15 papers for poster presentation in the special tracks. All papers were reviewed with an emphasis on potential to contribute to the state of the art in the ?eld. Selection criteria included accuracy and originality of ideas, clarity and signi?cance of results, and presentation quality. The review process was quite rigorous, involving two to three independent blind reviews followed by several days of discussion. During the discussion period we tried to correct anomalies and errors that might have existed in the initial reviews.

Book Graphics Interface 2014

Download or read book Graphics Interface 2014 written by Paul G. Kry and published by CRC Press. This book was released on 2020-11-25 with total page 250 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is the proceedings of the 40th annual Graphics Interface conference-the oldest continuously scheduled conference in the field. The book includes high-quality papers on recent advances in interactive systems, human computer interaction, and graphics from around the world. It covers the following topics: shading and rendering, geometric modeling and meshing, image-based rendering, image synthesis and realism, computer animation, real-time rendering, non-photorealistic rendering, interaction techniques, human interface devices, augmented reality, data and information visualization, mobile computing, haptic and tangible interfaces, and perception.

Book Advances in Computer Graphics

Download or read book Advances in Computer Graphics written by Nadia Magnenat-Thalmann and published by Springer Nature. This book was released on 2021-10-10 with total page 717 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 38th Computer Graphics International Conference, CGI 2021, held virtually in September 2021. The 44 full papers presented together with 9 short papers were carefully reviewed and selected from 131 submissions. The papers are organized in the following topics: computer animation; computer vision; geometric computing; human poses and gestures; image processing; medical imaging; physics-based simulation; rendering and textures; robotics and vision; visual analytics; VR/AR; and engage.

Book Agent Based Models of Geographical Systems

Download or read book Agent Based Models of Geographical Systems written by Alison J. Heppenstall and published by Springer Science & Business Media. This book was released on 2011-11-24 with total page 747 pages. Available in PDF, EPUB and Kindle. Book excerpt: This unique book brings together a comprehensive set of papers on the background, theory, technical issues and applications of agent-based modelling (ABM) within geographical systems. This collection of papers is an invaluable reference point for the experienced agent-based modeller as well those new to the area. Specific geographical issues such as handling scale and space are dealt with as well as practical advice from leading experts about designing and creating ABMs, handling complexity, visualising and validating model outputs. With contributions from many of the world’s leading research institutions, the latest applied research (micro and macro applications) from around the globe exemplify what can be achieved in geographical context. This book is relevant to researchers, postgraduate and advanced undergraduate students, and professionals in the areas of quantitative geography, spatial analysis, spatial modelling, social simulation modelling and geographical information sciences.

Book Visual Complexity and Intelligent Computer Graphics Techniques Enhancements

Download or read book Visual Complexity and Intelligent Computer Graphics Techniques Enhancements written by Dimitri Plemenos and published by Springer Science & Business Media. This book was released on 2009-07-09 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, three main notions will be used in the editors search of improvements in various areas of computer graphics: Artificial Intelligence, Viewpoint Complexity and Human Intelligence. Several Artificial Intelligence techniques are used in presented intelligent scene modelers, mainly declarative ones. Among them, the mostly used techniques are Expert systems, Constraint Satisfaction Problem resolution and Machine-learning. The notion of viewpoint complexity, that is complexity of a scene seen from a given viewpoint, will be used in improvement proposals for a lot of computer graphics problems like scene understanding, virtual world exploration, image-based modeling and rendering, ray tracing and radiosity. Very often, viewpoint complexity is used in conjunction with Artificial Intelligence techniques like Heuristic search and Problem resolution. The notions of artificial Intelligence and Viewpoint Complexity may help to automatically resolve a big number of computer graphics problems. However, there are special situations where is required to find a particular solution for each situation. In such a case, human intelligence has to replace, or to be combined with, artificial intelligence. Such cases, and proposed solutions are also presented in this book.

Book Motion in Games

    Book Details:
  • Author : Arjan Egges
  • Publisher : Springer Science & Business Media
  • Release : 2009-11-05
  • ISBN : 3642103464
  • Pages : 278 pages

Download or read book Motion in Games written by Arjan Egges and published by Springer Science & Business Media. This book was released on 2009-11-05 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Zeist, The Netherlands, in November 2009. The 23 papers presented in this volume were carefully reviewed and selected. The topics covered are avoidance behaviour, behaviour and affect, crowd simulation, motion analysis and synthesis, navigation and steering, physics, rendering and video.

Book Neural Nets WIRN10

    Book Details:
  • Author : Bruno Apolloni
  • Publisher : IOS Press
  • Release : 2011
  • ISBN : 1607506912
  • Pages : 348 pages

Download or read book Neural Nets WIRN10 written by Bruno Apolloni and published by IOS Press. This book was released on 2011 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Graphical Simulation of Deformable Models

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.