Download or read book Hybrid Algorithms for Hidden surface Removal written by Ian Falicov and published by . This book was released on 1992 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Multiprocessor Methods for Computer Graphics Rendering written by Scott Whitman and published by CRC Press. This book was released on 1992-11-02 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comprehensive work merges two of the hottest topics in computer science: parallel computing and computer graphics. Selected Topics from the Table of Contents: -Overview of Accelerated Rendering Techniques -Overview of Parallel Methods for Image Generation -Issues in Parallel Algorithm Development -Overview of Base Level Implementation -Compari
Download or read book Parallel Processing Algorithms For GIS written by Richard Healey and published by CRC Press. This book was released on 2020-11-25 with total page 479 pages. Available in PDF, EPUB and Kindle. Book excerpt: Over the last fifteen years GIS has become a fully-fledged technology, deployed across a range of application areas. However, although computer advances in performance appear to continue unhindered, data volumes and the growing sophistication of analysis procedures mean that performance will increasingly become a serious concern in GIS. Parallel computing offers a potential solution. However, traditional algorithms may not run effectively in a parallel environment, so utilization of parallel technology is not entirely straightforward. This groundbreaking book examines some of the current strategies facing scientists and engineers at this crucial interface of parallel computing and GIS.; The book begins with an introduction to the concepts, terminology and techniques of parallel processing, with particular reference to GIS. High level programming paradigms and software engineering issues underlying parallel software developments are considered and emphasis is given to designing modular reusable software libraries. The book continues with problems in designing parallel software for GIS applications, potential vector and raster data structures and details the algorithmic design for some major GIS operations. An implementation case study is included, based around a raster generalization problem, which illustrates some of the principles involved. Subsequent chapters review progress in parallel database technology in a GIS environment and the use of parallel techniques in various application areas, dealing with both algorithmic and implementation issues.; "Parallel Processing Algorithms for GIS" should be a useful text for a new generation of GIS professionals whose principal concern is the challenge of embracing major computer performance enhancements via parallel computing. Similarly, it should be an important volume for parallel computing professionals who are increasingly aware that GIS offers a major application domain for their technology.
Download or read book The Art of 3D written by Isaac V. Kerlow and published by John Wiley & Sons. This book was released on 2004 with total page 470 pages. Available in PDF, EPUB and Kindle. Book excerpt: Publisher Description
Download or read book Computer Vision and Image Processing written by Linda Shapiro and published by Academic Press. This book was released on 1992-04-27 with total page 638 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Vision and Image Processing contains review papers from the Computer Vision, Graphics, and Image Processing volume covering a large variety of vision-related topics. Organized into five parts encompassing 26 chapters, the book covers topics on image-level operations and architectures; image representation and recognition; and three-dimensional imaging. The introductory part of this book is concerned with the end-to-end performance of image gathering and processing for high-resolution edge detection. It proposes methods using mathematical morphology to provide a complete edge detection process that may be used with any slope approximating operator. This part also discusses the automatic control of low-level robot vision, presents an image partitioning method suited for parallel implementation, and describes invariant architectures for low-level vision. The subsequent two sections present significant topics on image representation and recognition. Topics covered include the use of the primitives chain code; the geometric properties of the generalized cone; efficient rendering and structural-statistical character recognition algorithms; multi-level thresholding for image segmentation; knowledge-based object recognition system; and shape decomposition method based on perceptual structure. The fourth part describes a rule-based expert system for recovering three-dimensional shape and orientation. A procedure of intensity-guided range sensing to gain insights on the concept of cooperative-and-iterative strategy is also presented in this part. The concluding part contains supplementary texts on texture segmentation using topographic labels and an improved algorithm for labeling connected components in a binary image. Additional algorithms for three-dimensional motion parameter determination and surface tracking in three-dimensional binary images are also provided.
Download or read book Dissertation Abstracts International written by and published by . This book was released on 1989 with total page 756 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Algorithms and Complexity written by Bozzano G Luisa and published by Elsevier. This book was released on 2014-06-28 with total page 1011 pages. Available in PDF, EPUB and Kindle. Book excerpt: This first part presents chapters on models of computation, complexity theory, data structures, and efficient computation in many recognized sub-disciplines of Theoretical Computer Science.
Download or read book A Development Strategy for Hybrid Products written by Takeyasu Ichikohji and published by Springer Nature. This book was released on 2021-10-31 with total page 167 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the first book that deals with technological innovation in Japanese animation industry from a management perspective. In reviewing prior research and explaining the history of the technology, the author raises the difficulty of dealing with new technologies. In particular, the focus is on systems that combine analog technology (drawing by hand) and digital technology (3D computer graphics or 3DCG) to create a product. This combined technology is referred to as "hybrid technology" in this book, and the development and management of "hybrid products" using this technology are studied. The study was conducted in two stages. The first stage was to determine the engineers’ (animators’) perception of hybrid technology. The results showed that in terms of potential, the hybrid technology of hand-drawn animation combined with 3DCG was rated more highly by engineers than hand-drawn alone. However, in terms of the assessment at that time, hybrid technology was rated higher than 3DCG alone but lower than hand-drawn. Therefore, it was assumed that hybrid technology, while useful, would pose challenges with respect to systematic implementation. The second stage was the development management of hybrid products. The results showed that the "adaptive engineer," who openly accepts other new technologies in the early stages of their emergence contributed to the integration of new and existing technologies.
Download or read book Handbook of Discrete and Computational Geometry Second Edition written by Csaba D. Toth and published by CRC Press. This book was released on 2004-04-13 with total page 1557 pages. Available in PDF, EPUB and Kindle. Book excerpt: While high-quality books and journals in this field continue to proliferate, none has yet come close to matching the Handbook of Discrete and Computational Geometry, which in its first edition, quickly became the definitive reference work in its field. But with the rapid growth of the discipline and the many advances made over the past seven years, it's time to bring this standard-setting reference up to date. Editors Jacob E. Goodman and Joseph O'Rourke reassembled their stellar panel of contributors, added manymore, and together thoroughly revised their work to make the most important results and methods, both classic and cutting-edge, accessible in one convenient volume. Now over more then 1500 pages, the Handbook of Discrete and Computational Geometry, Second Edition once again provides unparalleled, authoritative coverage of theory, methods, and applications. Highlights of the Second Edition: Thirteen new chapters: Five on applications and others on collision detection, nearest neighbors in high-dimensional spaces, curve and surface reconstruction, embeddings of finite metric spaces, polygonal linkages, the discrepancy method, and geometric graph theory Thorough revisions of all remaining chapters Extended coverage of computational geometry software, now comprising two chapters: one on the LEDA and CGAL libraries, the other on additional software Two indices: An Index of Defined Terms and an Index of Cited Authors Greatly expanded bibliographies
Download or read book Course Notes written by and published by . This book was released on 1992 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Essential Computer Animation fast written by John Vince and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt: For those who want to learn more about computer animation without being swamped with complex mathematics, this is the book to read! Beginning with the relationship between animation, the human visual system, and computers, Essential Computer Animation fast takes readers through a broad exploration of the subject. Readers will learn all about computer animation techniques; computer animation hardware; animation software, such as Softimage, Maya, 3D-Studio, MAX, and Lightwave; post-production techniques; and animation applications.
Download or read book The Art of 3D Computer Animation and Effects written by Isaac V. Kerlow and published by John Wiley & Sons. This book was released on 2009-04-13 with total page 514 pages. Available in PDF, EPUB and Kindle. Book excerpt: Master the art of computer animation and visual effects production with the latest edition of this cutting-edge guide This remarkable edition of The Art of 3D Computer Animation and Effects offers clear, step-by-step guidelines for the entire process of creating a fully rendered 3D computer animation. With up-to-date coverage of the latest computer animation styles and techniques, this versatile guide provides insightful information for creating animations and visual effects from creative development and preproduction to finished animation. Designed to work with any computer platform, this Fourth Edition cuts through technical jargon and presents numerous easy-to-understand instructive diagrams. Full-color examples are presented including VFX and animated feature movies, games, and TV commercials by such leading companies as Blue Sky, Blur, BUF, Disney, DreamWorks, Electronic Arts, Framestore, ILM, Imagi, Microsoft, Mac Guff, The Mill, Menfond, Pixar, Polygon, Rhythm & Hues, Sony Imageworks, Tippett, Ubisoft, and Weta, and many other studios and groundbreaking independent artists from around the world. This fully revised edition features new material on the latest visual effects techniques, a useful update of the traditional principles of animation, practical information on creative development, multiple production pipeline ideas for shorts and visual effects, plus updated information on current production trends and techniques in animation, rendering, modeling, rigging, and compositing. Whether you are a student, an independent artist or creator, or a production company team member, The Art of 3D Computer Animation and Effects, Fourth Edition gives you a broad palette of tips and techniques for bringing your visions to life through 3D computer animation. Unique focus on creative development and production issues Non-platform specific, with multiple examples illustrated in a practical, step-by-step approach The newest computer animation techniques, including facial animation, image-based and non-photorealistic rendering, model rigging, real-time models, and 2D/3D integration Over 700 full-color images Encyclopedic timeline and production pipelines
Download or read book Mathematical and Computer Programming Techniques for Computer Graphics written by Peter Comninos and published by Springer Science & Business Media. This book was released on 2010-04-06 with total page 556 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides a comprehensive and detailed coverage of the fundamentals of programming techniques for computer graphics Uses lots of code examples, encouraging the reader to explore and experiment with data and computer programs (in the C programming language)
Download or read book The Art of Graphics for the IBM PC written by James J. McGregor and published by Addison Wesley Publishing Company. This book was released on 1986 with total page 488 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Computer Analysis of Images and Patterns written by Walter Kropatsch and published by Springer Science & Business Media. This book was released on 2007-08-14 with total page 1025 pages. Available in PDF, EPUB and Kindle. Book excerpt: The refereed proceedings of the 12th International Conference on Computer Analysis of Images and Patterns are presented in this volume. The papers cover motion detection and tracking, medical imaging, biometrics, color, curves and surfaces beyond two dimensions, reading characters, words and lines, image segmentation, shape, image registration and matching, signal decomposition and invariants, and features and classification.
Download or read book Scientific and Technical Aerospace Reports written by and published by . This book was released on 1995 with total page 700 pages. Available in PDF, EPUB and Kindle. Book excerpt: Lists citations with abstracts for aerospace related reports obtained from world wide sources and announces documents that have recently been entered into the NASA Scientific and Technical Information Database.
Download or read book Practical Algorithms for 3D Computer Graphics Second Edition written by R. Stuart Ferguson and published by CRC Press. This book was released on 2013-12-19 with total page 521 pages. Available in PDF, EPUB and Kindle. Book excerpt: Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis. Since the publication of the first edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images. New to the Second Edition New chapter on the modern approach to real-time 3D programming using OpenGL New chapter that introduces 3D graphics for mobile devices New chapter on OpenFX, a comprehensive open source 3D tools suite for modeling and animation Discussions of new topics, such as particle modeling, marching cubes, and techniques for rendering hair and fur More web-only content, including source code for the algorithms, video transformations, comprehensive examples, and documentation for OpenFX The book is suitable for newcomers to graphics research and 3D computer games as well as more experienced software developers who wish to write plug-in modules for any 3D application program or shader code for a commercial games engine.