Author:
Publisher:
ISBN:
Category : Computer graphics
Languages : en
Pages : 248
Book Description
ACM SIGGRAPH 87
Fifth International Conference on Graphic and Image Processing (ICGIP 2013)
Author: Yulin Wang (College teacher)
Publisher:
ISBN:
Category : Image processing
Languages : en
Pages :
Book Description
Publisher:
ISBN:
Category : Image processing
Languages : en
Pages :
Book Description
Computer Graphics 1987
Author: Tosiyasu L. Kunii
Publisher: Springer Science & Business Media
ISBN: 4431680578
Category : Computers
Languages : en
Pages : 481
Book Description
Recent developments in computer graphics have largely involved the following: Integration of computer graphics and image analysis through computer data structure; integration of CAD/CAM as computer-integrated manufacturing (CIM) through the design and simulation of manufacturing processes using computer graphics; progress in basic research on the modeling of complex and mathematical graphic objects, such as computational geometry, graphic data bases, hierarchical windows, and texture; use of computer graphics as an improved human interface to present information visually and multidimensionally; and advancement of industrial technology and computer art based on developments in the areas listed above. These trends are strongly reflected in the contents of the present volume either as papers dealing with one particular aspect of research or as multifaceted studies involving several different areas. The proceedings comprise thirty selected, previously unpublished original papers presented in nine chapters.
Publisher: Springer Science & Business Media
ISBN: 4431680578
Category : Computers
Languages : en
Pages : 481
Book Description
Recent developments in computer graphics have largely involved the following: Integration of computer graphics and image analysis through computer data structure; integration of CAD/CAM as computer-integrated manufacturing (CIM) through the design and simulation of manufacturing processes using computer graphics; progress in basic research on the modeling of complex and mathematical graphic objects, such as computational geometry, graphic data bases, hierarchical windows, and texture; use of computer graphics as an improved human interface to present information visually and multidimensionally; and advancement of industrial technology and computer art based on developments in the areas listed above. These trends are strongly reflected in the contents of the present volume either as papers dealing with one particular aspect of research or as multifaceted studies involving several different areas. The proceedings comprise thirty selected, previously unpublished original papers presented in nine chapters.
Computer Analysis of Images and Patterns
Author: André Gagalowicz
Publisher: Springer
ISBN: 3540320113
Category : Computers
Languages : en
Pages : 881
Book Description
This volume presents the proceedings of the 11th International Conference on Computer Analysis of Images and Patterns (CAIP 2005). This conference - ries started about 20 years ago in Berlin. Initially, the conference served as a forum for meetings between scientists from Western and Eastern-block co- tries. Nowadays, the conference attracts participants from all over the world. The conference gives equal weight to posters and oral presentations, and the selected presentation mode is based on the most appropriate communication medium. The program follows a single-track format, rather than parallel s- sions. Non-overlapping oral and poster sessions ensure that all attendees have the opportunity to interact personally with presenters. As for the numbers, we received a total of 185 submissions. All papers were reviewed by two to four members of the Program Committee. The ?nal selection was carried out by the Conference Chairs. Out of the 185 papers, 65 were - lected for oral presentation and 43 as posters. CAIP is becoming well recognized internationally, and this year’s presentations came from 26 di?erent countries. South Korea proved to be the most active scienti?cally with a total of 16 - cepted papers. At this point, we wish to thank the Program Committee and additional referees for their timely and high-quality reviews. The paper s- mission and review procedure was carried out electronically. We also thank the invited speakers Reinhardt Koch and Thomas Vetter for kindly accepting to present invited papers.
Publisher: Springer
ISBN: 3540320113
Category : Computers
Languages : en
Pages : 881
Book Description
This volume presents the proceedings of the 11th International Conference on Computer Analysis of Images and Patterns (CAIP 2005). This conference - ries started about 20 years ago in Berlin. Initially, the conference served as a forum for meetings between scientists from Western and Eastern-block co- tries. Nowadays, the conference attracts participants from all over the world. The conference gives equal weight to posters and oral presentations, and the selected presentation mode is based on the most appropriate communication medium. The program follows a single-track format, rather than parallel s- sions. Non-overlapping oral and poster sessions ensure that all attendees have the opportunity to interact personally with presenters. As for the numbers, we received a total of 185 submissions. All papers were reviewed by two to four members of the Program Committee. The ?nal selection was carried out by the Conference Chairs. Out of the 185 papers, 65 were - lected for oral presentation and 43 as posters. CAIP is becoming well recognized internationally, and this year’s presentations came from 26 di?erent countries. South Korea proved to be the most active scienti?cally with a total of 16 - cepted papers. At this point, we wish to thank the Program Committee and additional referees for their timely and high-quality reviews. The paper s- mission and review procedure was carried out electronically. We also thank the invited speakers Reinhardt Koch and Thomas Vetter for kindly accepting to present invited papers.
Data Visualization ’99
Author: Eduard Gröller
Publisher: Springer Science & Business Media
ISBN: 3709168031
Category : Computers
Languages : en
Pages : 341
Book Description
In the past decade visualization established its importance both in scientific research and in real-world applications. In this book 21 research papers and 9 case studies report on the latest results in volume and flow visualization and information visualization. Thus it is a valuable source of information not only for researchers but also for practitioners developing or using visualization applications.
Publisher: Springer Science & Business Media
ISBN: 3709168031
Category : Computers
Languages : en
Pages : 341
Book Description
In the past decade visualization established its importance both in scientific research and in real-world applications. In this book 21 research papers and 9 case studies report on the latest results in volume and flow visualization and information visualization. Thus it is a valuable source of information not only for researchers but also for practitioners developing or using visualization applications.
Crowd Simulation
Author: Daniel Thalmann
Publisher: Springer Science & Business Media
ISBN: 144714449X
Category : Computers
Languages : en
Pages : 305
Book Description
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.
Publisher: Springer Science & Business Media
ISBN: 144714449X
Category : Computers
Languages : en
Pages : 305
Book Description
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.
Parallel Problem Solving from Nature - PPSN V
Author: Agoston E. Eiben
Publisher: Springer Science & Business Media
ISBN: 9783540650782
Category : Computers
Languages : en
Pages : 1076
Book Description
This book constitutes the refereed proceedings of the 5th International Conference on Parallel Problem Solving from Nature, PPSN V, held in Amsterdam, The Netherlands, in September 1998. The 101 papers included in their revised form were carefully reviewed and selected from a total of 185 submissions. The book is divided into topical sections on convergence theory; fitness landscape and problem difficulty; noisy and non-stationary objective functions; multi-criteria and constrained optimization; representative issues; selection, operators, and evolution schemes; coevolution and learning; cellular automata, fuzzy systems, and neural networks; ant colonies, immune systems, and other paradigms; TSP, graphs, and satisfiability; scheduling, partitioning, and packing; design and telecommunications; and model estimations and layout problems.
Publisher: Springer Science & Business Media
ISBN: 9783540650782
Category : Computers
Languages : en
Pages : 1076
Book Description
This book constitutes the refereed proceedings of the 5th International Conference on Parallel Problem Solving from Nature, PPSN V, held in Amsterdam, The Netherlands, in September 1998. The 101 papers included in their revised form were carefully reviewed and selected from a total of 185 submissions. The book is divided into topical sections on convergence theory; fitness landscape and problem difficulty; noisy and non-stationary objective functions; multi-criteria and constrained optimization; representative issues; selection, operators, and evolution schemes; coevolution and learning; cellular automata, fuzzy systems, and neural networks; ant colonies, immune systems, and other paradigms; TSP, graphs, and satisfiability; scheduling, partitioning, and packing; design and telecommunications; and model estimations and layout problems.
Technologies for E-Learning and Digital Entertainment
Author: Kin-chuen Hui
Publisher: Springer
ISBN: 3540730117
Category : Computers
Languages : en
Pages : 991
Book Description
This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.
Publisher: Springer
ISBN: 3540730117
Category : Computers
Languages : en
Pages : 991
Book Description
This book constitutes the refereed proceedings of the Second International Conference on E-learning and Games, Edutainment 2007, held in Hong Kong, China, in June 2007. It covers virtual and augmented reality in game and education, virtual characters in games and education, e-learning platforms and tools, geometry in games and virtual reality, vision, imaging and video technology, as well as collaborative and distributed environments.
Handbook of Research on Design, Control, and Modeling of Swarm Robotics
Author: Tan, Ying
Publisher: IGI Global
ISBN: 1466695730
Category : Technology & Engineering
Languages : en
Pages : 889
Book Description
Studies on robotics applications have grown substantially in recent years, with swarm robotics being a relatively new area of research. Inspired by studies in swarm intelligence and robotics, swarm robotics facilitates interactions between robots as well as their interactions with the environment. The Handbook of Research on Design, Control, and Modeling of Swarm Robotics is a collection of the most important research achievements in swarm robotics thus far, covering the growing areas of design, control, and modeling of swarm robotics. This handbook serves as an essential resource for researchers, engineers, graduates, and senior undergraduates with interests in swarm robotics and its applications.
Publisher: IGI Global
ISBN: 1466695730
Category : Technology & Engineering
Languages : en
Pages : 889
Book Description
Studies on robotics applications have grown substantially in recent years, with swarm robotics being a relatively new area of research. Inspired by studies in swarm intelligence and robotics, swarm robotics facilitates interactions between robots as well as their interactions with the environment. The Handbook of Research on Design, Control, and Modeling of Swarm Robotics is a collection of the most important research achievements in swarm robotics thus far, covering the growing areas of design, control, and modeling of swarm robotics. This handbook serves as an essential resource for researchers, engineers, graduates, and senior undergraduates with interests in swarm robotics and its applications.
The History of Visual Magic in Computers
Author: Jon Peddie
Publisher: Springer Science & Business Media
ISBN: 1447149327
Category : Computers
Languages : en
Pages : 485
Book Description
If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.
Publisher: Springer Science & Business Media
ISBN: 1447149327
Category : Computers
Languages : en
Pages : 485
Book Description
If you have ever looked at a fantastic adventure or science fiction movie, or an amazingly complex and rich computer game, or a TV commercial where cars or gas pumps or biscuits behaved liked people and wondered, “How do they do that?”, then you’ve experienced the magic of 3D worlds generated by a computer. 3D in computers began as a way to represent automotive designs and illustrate the construction of molecules. 3D graphics use evolved to visualizations of simulated data and artistic representations of imaginary worlds. In order to overcome the processing limitations of the computer, graphics had to exploit the characteristics of the eye and brain, and develop visual tricks to simulate realism. The goal is to create graphics images that will overcome the visual cues that cause disbelief and tell the viewer this is not real. Thousands of people over thousands of years have developed the building blocks and made the discoveries in mathematics and science to make such 3D magic possible, and The History of Visual Magic in Computers is dedicated to all of them and tells a little of their story. It traces the earliest understanding of 3D and then foundational mathematics to explain and construct 3D; from mechanical computers up to today’s tablets. Several of the amazing computer graphics algorithms and tricks came of periods where eruptions of new ideas and techniques seem to occur all at once. Applications emerged as the fundamentals of how to draw lines and create realistic images were better understood, leading to hardware 3D controllers that drive the display all the way to stereovision and virtual reality.