Author: Wolfgang Heidrich
Publisher: A K Peters/CRC Press
ISBN:
Category : Computers
Languages : en
Pages : 292
Book Description
Graphics Interface Proceedings is a collection of the papers presented at the annual gathering of the Canadian Human-Computer Communications Society. Graphics Interface is the Canadian annual conference devoted to computer graphics, interactive systems, and human-computer interaction. It is the oldest regularly scheduled computer graphics and human-computer interaction conference; the first conference was held in 1969.
Graphics Interface 2004
Author: Wolfgang Heidrich
Publisher: A K Peters/CRC Press
ISBN:
Category : Computers
Languages : en
Pages : 292
Book Description
Graphics Interface Proceedings is a collection of the papers presented at the annual gathering of the Canadian Human-Computer Communications Society. Graphics Interface is the Canadian annual conference devoted to computer graphics, interactive systems, and human-computer interaction. It is the oldest regularly scheduled computer graphics and human-computer interaction conference; the first conference was held in 1969.
Publisher: A K Peters/CRC Press
ISBN:
Category : Computers
Languages : en
Pages : 292
Book Description
Graphics Interface Proceedings is a collection of the papers presented at the annual gathering of the Canadian Human-Computer Communications Society. Graphics Interface is the Canadian annual conference devoted to computer graphics, interactive systems, and human-computer interaction. It is the oldest regularly scheduled computer graphics and human-computer interaction conference; the first conference was held in 1969.
GRAPHICS INTERFACE 2004
Graphics Interface 2014
Author: Paul G. Kry
Publisher: CRC Press
ISBN: 1000106985
Category : Computers
Languages : en
Pages : 250
Book Description
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.
Publisher: CRC Press
ISBN: 1000106985
Category : Computers
Languages : en
Pages : 250
Book Description
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.
The 2004 Graphics Interface conference
Graphics Interface 2004
Author: Stephen Mann
Publisher: A K Peters/CRC Press
ISBN: 9781568812274
Category : Computers
Languages : en
Pages : 300
Book Description
Graphics Interface Proceedings is a collection of the papers presented at the annual gathering of the Canadian Human-Computer Communications Society. Graphics Interface is the Canadian annual conference devoted to computer graphics, interactive systems, and human-computer interaction. It is the oldest regularly scheduled computer graphics and human-computer interaction conference; the first conference was held in 1969.
Publisher: A K Peters/CRC Press
ISBN: 9781568812274
Category : Computers
Languages : en
Pages : 300
Book Description
Graphics Interface Proceedings is a collection of the papers presented at the annual gathering of the Canadian Human-Computer Communications Society. Graphics Interface is the Canadian annual conference devoted to computer graphics, interactive systems, and human-computer interaction. It is the oldest regularly scheduled computer graphics and human-computer interaction conference; the first conference was held in 1969.
GI '04 Proceedings of Graphics Interface 2004 Table of Contents
Graphics Interface 2005
Author: Glenn E. Healey
Publisher: A K Peters/CRC Press
ISBN: 9781568812656
Category : Computers
Languages : en
Pages : 268
Book Description
Graphics Interface is the Canadian annual conference devoted to computer graphics, interactive systems, and human-computer interaction. It is the oldest regularly-scheduled computer graphics and human-computer interaction conference. This volume contains the papers from Graphics Interface 2005, which took place May 9-11 in Victoria, British Columbia. Topics include: * Two Hands are Better than One * Interacting with Walls and Tables * Animation * Rendering * Shadows * Sensing Interaction * Privacy and Security * Geometric Modeling * Hand/Eye Interaction * Image-Based Editing and Image-Based Animation
Publisher: A K Peters/CRC Press
ISBN: 9781568812656
Category : Computers
Languages : en
Pages : 268
Book Description
Graphics Interface is the Canadian annual conference devoted to computer graphics, interactive systems, and human-computer interaction. It is the oldest regularly-scheduled computer graphics and human-computer interaction conference. This volume contains the papers from Graphics Interface 2005, which took place May 9-11 in Victoria, British Columbia. Topics include: * Two Hands are Better than One * Interacting with Walls and Tables * Animation * Rendering * Shadows * Sensing Interaction * Privacy and Security * Geometric Modeling * Hand/Eye Interaction * Image-Based Editing and Image-Based Animation
Virtual Special Section on Graphics Interface
Comptes Rendus - Interface Graphique
GPU-Based Techniques for Global Illumination Effects
Author: Laszlo Szirmay-Kalos
Publisher: Springer Nature
ISBN: 3031795253
Category : Mathematics
Languages : en
Pages : 275
Book Description
This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography
Publisher: Springer Nature
ISBN: 3031795253
Category : Mathematics
Languages : en
Pages : 275
Book Description
This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review of all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the Local Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography