Rendering Techniques ’98

Rendering Techniques ’98
Author :
Publisher : Springer Science & Business Media
Total Pages : 360
Release :
ISBN-10 : 3211832130
ISBN-13 : 9783211832134
Rating : 4/5 (30 Downloads)

Synopsis Rendering Techniques ’98 by : George Drettakis

Some of the best current research on realistic rendering is included in this volume. It emphasizes the current "hot topics” in this field: image based rendering, and efficient local and global-illumination calculations. In the first of these areas, there are several contributions on real-world model acquisition and display, on using image-based techniques for illumination and on efficient ways to parameterize and compress images or light fields, as well as on clever uses of texture and compositing hardware to achieve image warping and 3D surface textures. In global and local illumination, there are contributions on extending the techniques beyond diffuse reflections, to include specular and more general angle dependent reflection functions, on efficiently representing and approximating these reflection functions, on representing light sources and on approximating visibility and shadows. Finally, there are two contributions on how to use knowledge about human perception to concentrate the work of accurate rendering only where it will be noticed, and a survey of computer graphics techniques used in the production of a feature length computer-animated film with full 3D characters.

Light

Light
Author :
Publisher :
Total Pages : 984
Release :
ISBN-10 : NYPL:33433108125679
ISBN-13 :
Rating : 4/5 (79 Downloads)

Synopsis Light by :

Light A Model

Light A Model
Author :
Publisher : Amherst Media
Total Pages : 128
Release :
ISBN-10 : 9781608957972
ISBN-13 : 1608957977
Rating : 4/5 (72 Downloads)

Synopsis Light A Model by : Billy Pegram

Models need to get hired, designers need to sell their clothing, magazine editors need to attract readers—and to do this, they all need one thing: attention-grabbing images. Satisfying these savvy and demanding fashion-photography clients requires a photographer with both a strong command of lighting and a dash of ingenuity. In this book, veteran fashion shooter Billy Pegram (whose past clients include Fila, Swatch, Pussycat Dolls, and Tony Hawk) shows you how to attain that goal with cutting-edge techniques that showcase flawless skin, accentuate stunning figures, and highlight gorgeous products. Through careful control of the light, whether in the studio or on location, you’ll learn how to manage every nuance of the model’s appearance, drawing attention to his or her standout qualities and minimizing any problem areas. Short, to-the-point lessons with ample lighting diagrams and image sequences make learning easy. Armed with these techniques, you’ll be ready to approach fashion shoots (or fashion-inspired portrait sessions) with confidence—and deliver memorable images to your clients.

Modeling and Simulation Fundamentals

Modeling and Simulation Fundamentals
Author :
Publisher : John Wiley & Sons
Total Pages : 453
Release :
ISBN-10 : 9780470590614
ISBN-13 : 0470590610
Rating : 4/5 (14 Downloads)

Synopsis Modeling and Simulation Fundamentals by : John A. Sokolowski

An insightful presentation of the key concepts, paradigms, and applications of modeling and simulation Modeling and simulation has become an integral part of research and development across many fields of study, having evolved from a tool to a discipline in less than two decades. Modeling and Simulation Fundamentals offers a comprehensive and authoritative treatment of the topic and includes definitions, paradigms, and applications to equip readers with the skills needed to work successfully as developers and users of modeling and simulation. Featuring contributions written by leading experts in the field, the book's fluid presentation builds from topic to topic and provides the foundation and theoretical underpinnings of modeling and simulation. First, an introduction to the topic is presented, including related terminology, examples of model development, and various domains of modeling and simulation. Subsequent chapters develop the necessary mathematical background needed to understand modeling and simulation topics, model types, and the importance of visualization. In addition, Monte Carlo simulation, continuous simulation, and discrete event simulation are thoroughly discussed, all of which are significant to a complete understanding of modeling and simulation. The book also features chapters that outline sophisticated methodologies, verification and validation, and the importance of interoperability. A related FTP site features color representations of the book's numerous figures. Modeling and Simulation Fundamentals encompasses a comprehensive study of the discipline and is an excellent book for modeling and simulation courses at the upper-undergraduate and graduate levels. It is also a valuable reference for researchers and practitioners in the fields of computational statistics, engineering, and computer science who use statistical modeling techniques.

Solid Modeling and Applications

Solid Modeling and Applications
Author :
Publisher : Springer
Total Pages : 339
Release :
ISBN-10 : 9783319745947
ISBN-13 : 3319745948
Rating : 4/5 (47 Downloads)

Synopsis Solid Modeling and Applications by : Dugan Um

This updated, second edition provides readers with an expanded treatment of the FEM as well as new information on recent trends in rapid prototyping technology. The new edition features more descriptions, exercises, and questions within each chapter. In addition, more in-depth surface theory has been introduced in section four, with particular emphasis in surface theory. Promising cutting edge technologies in the area of rapid prototyping are introduced in section seven, MATLAB-based FEM analysis has been added in section eight, and development of the plan stress and plane strain stiffness equations are introduced as a new chapter. Revised and updated based on student feedback, Solid Modeling and Applications: Rapid Prototyping, CAD and CAE Theory is ideal for university students in various engineering disciplines as well as design engineers involved in product design, analysis, and validation. It equips them with an understanding of the theory and essentials and also with practical skills needed to apply this understanding in real world design and manufacturing settings.

Visualization in Medicine

Visualization in Medicine
Author :
Publisher : Elsevier
Total Pages : 677
Release :
ISBN-10 : 9780080549057
ISBN-13 : 0080549055
Rating : 4/5 (57 Downloads)

Synopsis Visualization in Medicine by : Bernhard Preim

Visualization in Medicine is the first book on visualization and its application to problems in medical diagnosis, education, and treatment. The book describes the algorithms, the applications and their validation (how reliable are the results?), and the clinical evaluation of the applications (are the techniques useful?). It discusses visualization techniques from research literature as well as the compromises required to solve practical clinical problems. The book covers image acquisition, image analysis, and interaction techniques designed to explore and analyze the data. The final chapter shows how visualization is used for planning liver surgery, one of the most demanding surgical disciplines. The book is based on several years of the authors' teaching and research experience. Both authors have initiated and lead a variety of interdisciplinary projects involving computer scientists and medical doctors, primarily radiologists and surgeons.* A core field of visualization and graphics missing a dedicated book until now* Written by pioneers in the field and illustrated in full color* Covers theory as well as practice

Author :
Publisher : Delene Kvasnicka
Total Pages : 1436
Release :
ISBN-10 :
ISBN-13 :
Rating : 4/5 ( Downloads)

Synopsis by :

Computer Vision – ECCV 2020

Computer Vision – ECCV 2020
Author :
Publisher : Springer Nature
Total Pages : 836
Release :
ISBN-10 : 9783030585556
ISBN-13 : 3030585557
Rating : 4/5 (56 Downloads)

Synopsis Computer Vision – ECCV 2020 by : Andrea Vedaldi

The 30-volume set, comprising the LNCS books 12346 until 12375, constitutes the refereed proceedings of the 16th European Conference on Computer Vision, ECCV 2020, which was planned to be held in Glasgow, UK, during August 23-28, 2020. The conference was held virtually due to the COVID-19 pandemic. The 1360 revised papers presented in these proceedings were carefully reviewed and selected from a total of 5025 submissions. The papers deal with topics such as computer vision; machine learning; deep neural networks; reinforcement learning; object recognition; image classification; image processing; object detection; semantic segmentation; human pose estimation; 3d reconstruction; stereo vision; computational photography; neural networks; image coding; image reconstruction; object recognition; motion estimation.

3D Game Engine Design

3D Game Engine Design
Author :
Publisher : CRC Press
Total Pages : 1008
Release :
ISBN-10 : 9781482267303
ISBN-13 : 1482267306
Rating : 4/5 (03 Downloads)

Synopsis 3D Game Engine Design by : David Eberly

The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer. In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion. As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.

Subconscious Learning via Games and Social Media

Subconscious Learning via Games and Social Media
Author :
Publisher : Springer
Total Pages : 158
Release :
ISBN-10 : 9789812874085
ISBN-13 : 9812874089
Rating : 4/5 (85 Downloads)

Synopsis Subconscious Learning via Games and Social Media by : Olga Sourina

This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area. These are the two sectors that are developing rapidly with direct applications of serious games. With advances in technologies and a new perspective on patient engagement and public expectations, the healthcare sector is increasingly turning to serious games to solve problems. Subconscious Learning via Games and Social Media will share expert opinions on the development and application of game technologies for health-related serious games. Our commercial and non-commercial expert comes from different aspects of the healthcare system from clinicians to therapist. The scope ranges from population health to specific medical domain applications. In the education sector, digital games have a great potential to improve learning of both adults and children. It is important to understand how to design games that could create long term behavioral change rather than short term alterations. In these chapters, we discuss how the serious games should be designed and deployed for both adults and children.