Author: Stuart Green
Publisher: Mit Press
ISBN: 9780262570879
Category : Computer graphics.
Languages : en
Pages : 233
Book Description
Green provides background information on both computer graphics and parallel computers and then goes on to describe how a distributed memory multiprocessor can be used to effectively implement the ray tracing algorithm.
Parallel Processing for Computer Graphics
Author: Stuart Green
Publisher: Mit Press
ISBN: 9780262570879
Category : Computer graphics.
Languages : en
Pages : 233
Book Description
Green provides background information on both computer graphics and parallel computers and then goes on to describe how a distributed memory multiprocessor can be used to effectively implement the ray tracing algorithm.
Publisher: Mit Press
ISBN: 9780262570879
Category : Computer graphics.
Languages : en
Pages : 233
Book Description
Green provides background information on both computer graphics and parallel computers and then goes on to describe how a distributed memory multiprocessor can be used to effectively implement the ray tracing algorithm.
Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Author: Chris Wyman
Publisher:
ISBN: 9781450340434
Category : Computer science
Languages : en
Pages :
Book Description
I3D '16: Symposium on Interactive 3D Graphics and Games Feb 26, 2016-Feb 28, 2016 Redmond, USA. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
Publisher:
ISBN: 9781450340434
Category : Computer science
Languages : en
Pages :
Book Description
I3D '16: Symposium on Interactive 3D Graphics and Games Feb 26, 2016-Feb 28, 2016 Redmond, USA. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.
Crowd Simulation
Author: Daniel Thalmann
Publisher: Springer Science & Business Media
ISBN: 1447144503
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: 1447144503
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.
Point-Based Graphics
Author: Markus Gross
Publisher: Elsevier
ISBN: 0080548822
Category : Computers
Languages : en
Pages : 553
Book Description
The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it's on to the methods themselves. Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. You'll learn to apply these techniques, and you'll also learn how to create your own. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms. - The first book on a major development in computer graphics by the pioneers in the field - Shows how 3D images can be manipulated as easily as 2D images are with Photoshop
Publisher: Elsevier
ISBN: 0080548822
Category : Computers
Languages : en
Pages : 553
Book Description
The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it's on to the methods themselves. Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. You'll learn to apply these techniques, and you'll also learn how to create your own. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms. - The first book on a major development in computer graphics by the pioneers in the field - Shows how 3D images can be manipulated as easily as 2D images are with Photoshop
Handbook of Virtual Environments
Author: Kelly S. Hale
Publisher: CRC Press
ISBN: 1466511850
Category : Computers
Languages : en
Pages : 1371
Book Description
A Complete Toolbox of Theories and TechniquesThe second edition of a bestseller, Handbook of Virtual Environments: Design, Implementation, and Applications presents systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the
Publisher: CRC Press
ISBN: 1466511850
Category : Computers
Languages : en
Pages : 1371
Book Description
A Complete Toolbox of Theories and TechniquesThe second edition of a bestseller, Handbook of Virtual Environments: Design, Implementation, and Applications presents systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the
Social and Organizational Impacts of Emerging Mobile Devices: Evaluating Use
Author: Lumsden, Joanna
Publisher: IGI Global
ISBN: 1466601957
Category : Technology & Engineering
Languages : en
Pages : 341
Book Description
"This book focuses on human-computer interaction related to the innovation and research in the design, evaluation, and use of innovative handheld, mobile, and wearable technologies in order to broaden the overall body of knowledge regarding such issue"--Provided by publisher.
Publisher: IGI Global
ISBN: 1466601957
Category : Technology & Engineering
Languages : en
Pages : 341
Book Description
"This book focuses on human-computer interaction related to the innovation and research in the design, evaluation, and use of innovative handheld, mobile, and wearable technologies in order to broaden the overall body of knowledge regarding such issue"--Provided by publisher.
Real-Time Shadows
Author: Elmar Eisemann
Publisher: CRC Press
ISBN: 1439867690
Category : Computers
Languages : en
Pages : 399
Book Description
Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal. Real-Time Shadows is a comprehensive guide to t
Publisher: CRC Press
ISBN: 1439867690
Category : Computers
Languages : en
Pages : 399
Book Description
Important elements of games, movies, and other computer-generated content, shadows are crucial for enhancing realism and providing important visual cues. In recent years, there have been notable improvements in visual quality and speed, making high-quality realistic real-time shadows a reachable goal. Real-Time Shadows is a comprehensive guide to t
Internet Multimedia Computing and Service
Author: Benoit Huet
Publisher: Springer
ISBN: 9811085307
Category : Computers
Languages : en
Pages : 501
Book Description
This book constitutes the refereed proceedings of the 9th International Conference on Internet Multimedia Computing and Service, ICIMCS 2017, held in Qingdao, China, in August 2017. The 20 revised full papers and 28 revised short papers presented were carefully reviewed and selected from 103 submissions. The papers are organized in topical sections on multimedia information fusion, image processing and object recognition, machine learning and representation learning, multimedia retrieval, poster papers.
Publisher: Springer
ISBN: 9811085307
Category : Computers
Languages : en
Pages : 501
Book Description
This book constitutes the refereed proceedings of the 9th International Conference on Internet Multimedia Computing and Service, ICIMCS 2017, held in Qingdao, China, in August 2017. The 20 revised full papers and 28 revised short papers presented were carefully reviewed and selected from 103 submissions. The papers are organized in topical sections on multimedia information fusion, image processing and object recognition, machine learning and representation learning, multimedia retrieval, poster papers.
A Computational Approach to Digital Chinese Painting and Calligraphy
Author: Songhua Xu
Publisher: Springer Science & Business Media
ISBN: 3540881484
Category : Computers
Languages : en
Pages : 367
Book Description
"A Computational Approach to Digital Chinese Painting and Calligraphy" is a technical book on computer science and its applications in the arts. It focuses on Oriental digital arts, in particular Chinese arts and painting, offering a multi-disciplinary treatment from the angles of computer graphics, interactive techniques, human-computer interaction, and artificial intelligence. The book also discusses the unique difficulties and challenges of using the computer to produce Oriental arts, including research results by the authors and their lessons and engineering experiences behind these efforts. Songhua Xu is a computer scientist of Zhejiang University and Yale University, as well as an honorary researcher of the University of Hong Kong. Francis C.M. Lau is Professor at the University of Hong Kong where he leads the Systems Research Group in the Department of Computer Science. Yunhe Pan is Professor of Computer Science at Zhejiang University as well as Deputy President of Chinese Academy of Engineering.
Publisher: Springer Science & Business Media
ISBN: 3540881484
Category : Computers
Languages : en
Pages : 367
Book Description
"A Computational Approach to Digital Chinese Painting and Calligraphy" is a technical book on computer science and its applications in the arts. It focuses on Oriental digital arts, in particular Chinese arts and painting, offering a multi-disciplinary treatment from the angles of computer graphics, interactive techniques, human-computer interaction, and artificial intelligence. The book also discusses the unique difficulties and challenges of using the computer to produce Oriental arts, including research results by the authors and their lessons and engineering experiences behind these efforts. Songhua Xu is a computer scientist of Zhejiang University and Yale University, as well as an honorary researcher of the University of Hong Kong. Francis C.M. Lau is Professor at the University of Hong Kong where he leads the Systems Research Group in the Department of Computer Science. Yunhe Pan is Professor of Computer Science at Zhejiang University as well as Deputy President of Chinese Academy of Engineering.
Advances in Multimedia Modeling
Author: Kuo-Tien Lee
Publisher: Springer
ISBN: 3642178324
Category : Computers
Languages : en
Pages : 586
Book Description
This two-volume proceedings constitutes the refereed papers of the 17th International Multimedia Modeling Conference, MMM 2011, held in Taipei, Taiwan, in January 2011. The 51 revised regular papers, 25 special session papers, 21 poster session papers, and 3 demo session papers, were carefully reviewed and selected from 450 submissions. The papers are organized in topical sections on audio, image video processing, coding and compression; media content browsing and retrieval; multi-camera, multi-view, and 3D systems; multimedia indexing and mining; multimedia content analysis; multimedia signal processing and communications; and multimedia applications. The special session papers deal with content analysis for human-centered multimedia applications; large scale rich media data management; multimedia understanding for consumer electronics; image object recognition and compression; and interactive image and video search.
Publisher: Springer
ISBN: 3642178324
Category : Computers
Languages : en
Pages : 586
Book Description
This two-volume proceedings constitutes the refereed papers of the 17th International Multimedia Modeling Conference, MMM 2011, held in Taipei, Taiwan, in January 2011. The 51 revised regular papers, 25 special session papers, 21 poster session papers, and 3 demo session papers, were carefully reviewed and selected from 450 submissions. The papers are organized in topical sections on audio, image video processing, coding and compression; media content browsing and retrieval; multi-camera, multi-view, and 3D systems; multimedia indexing and mining; multimedia content analysis; multimedia signal processing and communications; and multimedia applications. The special session papers deal with content analysis for human-centered multimedia applications; large scale rich media data management; multimedia understanding for consumer electronics; image object recognition and compression; and interactive image and video search.