214 results on '"High resolutions"'
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2. Computational Visual Media : 12th International Conference, CVM 2024, Wellington, New Zealand, April 10–12, 2024, Proceedings, Part I
- Author
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Fang-Lue Zhang, Andrei Sharf, Fang-Lue Zhang, and Andrei Sharf
- Subjects
- Computer vision, Pattern recognition systems, Application software, Computer graphics, Artificial intelligence, Algorithms
- Abstract
This book constitutes the refereed proceedings of CVM 2024, the 12th International Conference on Computational Visual Media, held in Wellington, New Zealand, in April 2024.The 34 full papers were carefully reviewed and selected from 212 submissions. The papers are organized in topical sections as follows:Part I: Reconstruction and Modelling, Point Cloud, Rendering and Animation, User Interations.Part II: Facial Images, Image Generation and Enhancement, Image Understanding, Stylization, Vision Meets Graphics.
- Published
- 2024
3. Coding Art : A Guide to Unlocking Your Creativity with the Processing Language and P5.js in Four Simple Steps
- Author
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Mathias Funk, Yu Zhang, Mathias Funk, and Yu Zhang
- Subjects
- Computer software, Computer graphics
- Abstract
Finally, a book on creative programming, written directly for artists and designers! This second edition offers expanded and updated content incorporating the latest advancements and trends in the field of creative programming, also for creatives who want to work directly with P5.js and online. It delves deeper into the intricacies of computational art. It includes fresh case studies that explore real-world applications of coding art, inspiring readers to think beyond traditional boundaries.Rather than following a computer science curriculum, this book is aimed at creatives who are working in the intersection of design, art, and education. Following a real-world use case of computation art, you'll see how it relates back to the four key pillars, and addresses potential pitfalls and challenges in the creative process. All code examples are presented in a fully integrated Processing example library, making it easy for readers to get started. This unique and finely balanced approach between skill acquisition and development makes Coding Art, Second Edition the ideal reference book for both creative programming and the creative process for professors and students alike.What You'll LearnReview ideas and approaches from creative programming to different professional domainsWork with computational tools like the Processing languageUnderstand the skills needed to move from static elements to animation to interactionUse interactivity as input to bring creative concepts closer to refinement and depthSimplify and extend the design of aesthetics, rhythms, and smoothness with data structuresLeverage the diversity of art code on other platforms like the web or mobile applicationsUnderstand the end-to-end process of computation art through real world use casesStudy best practices, common pitfalls, and challenges of the creative processWho This Book Is ForThose looking to see what computation and data can do for their creative expression; learners who want to integrate computation and data into their practices in different perspectives; creative technologists, educators, digital artists and those who already know how to program, seeking creativity and inspiration in the context of computation and data.
- Published
- 2024
4. Encyclopedia of Computer Graphics and Games
- Author
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Newton Lee and Newton Lee
- Subjects
- Video games--Encyclopedias, Computer graphics--Encyclopedias
- Abstract
Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games.EditorNewton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-ChairsShlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USAPatrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, CanadaJaci Lee Lederman, Vincennes University, Vincennes, IN, USAIndustry Co-ChairsShuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, JapanXiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board MembersLeigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, AustraliaRamazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USABarbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, TurkeyAnthony L. Brooks, Aalborg University, Aalborg, DenmarkGuven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, TurkeyAlvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, SwitzerlandAnirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, IndiaSaverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, ItalyAbdennour El Rhalibi, Liverpool John Moores University, Liverpool, UKStefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, ItalyHan Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, ChinaMs. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USAChris Joslin, Carleton University, Ottawa, CanadaSicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, CanadaHoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UKDario Maggiorini, Department of Computer Science, University of Milan, Milan, ItalyTim McGraw, Purdue University, West Lafayette, IN, USAGeorge Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, GreeceFlorian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, FranceAndrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, ItalyYann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, AustriaSercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USARuck Thawonmas, Ritsumeikan University, Shiga, JapanVinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, MalaysiaRojin Vishkaie, Amazon, Seattle, WA, USADuncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UKSai-Keung Wong, National Chiao Tun
- Published
- 2024
5. Architectural Visualization in Unreal Engine 5 : Create Photorealistic Architectural Interior Renderings in UE5
- Author
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Ludovico Palmeri and Ludovico Palmeri
- Subjects
- Architectural design--Computer-aided design, Three-dimensional display systems, UnrealScript (Computer program language)
- Abstract
Master ArchViz to create stunning, interactive real-time visualizations in this part-color guide with seasoned 3D generalist and real-time visualization artist, Ludovico PalmeriKey FeaturesLeverage the only comprehensive guide on archviz with UE5, a true game-changer for architects and designersLearn best practices for creating realistic and immersive 3D environments using UE5Explore Unreal's advanced lighting and material tools to produce photorealistic architectural visualizationsPurchase of the print or Kindle book includes a free PDF eBookBook DescriptionIf you excel at creating beautiful architectural renderings using traditional software but want to master real-time, interactive visualizations, this book will show you how the versatile Unreal Engine 5 enables such transformations effortlessly. While UE5 is widely popular, existing online training resources can be overwhelming and often lack a focus on Architectural visualization. This comprehensive guide is for both beginners and experienced users offering a clear, end-to-end approach to creating stunning visualizations from scratch as well as managing tight deadlines, striving for photorealism, and handling typical client revisions inherent to architectural visualization. The book starts with an introduction to UE5 and its capabilities, as well as the basic concepts and principles of architectural visualization. You'll then progress to essential topics such as setting up a project, modeling and texturing 3D assets, lighting and materials, and post-processing effects. Along the way, you'll find practical tips, best practices, and hands-on exercises to develop your skills by applying what you learn. By the end of this book, you'll have acquired the skills to confidently create high-quality architectural visualizations in UE5 and become proficient in building an architectural interior scene to produce professional still images.What you will learnImport and organize assets and prepare a project structureEnsure a smooth architectural visualization workflow to quickly iterate your projectExperiment with different types of lighting techniques to create photorealistic scenariosCreate and tweak materials using the material editor, and apply them to models in the sceneUse post-processing features to achieve cinematic-quality visualsDiscover how to use blueprints to create interactive elementsBuild captivating animations with the sequencer toolOptimize your scene for smooth real-time performanceWho this book is forWhether you're a CG-ArchViz artist, architect, or an environment artist looking to take your real-time visualization skills to the next level with Unreal Engine 5, this book is for you. Ideal for solidifying your understanding of architectural visualization, this book is perfect for you if you have some experience modeling simple architectural scenes in your software of choice. Familiarity with the Unreal Engine's interface and basic operations is assumed.
- Published
- 2024
6. Processing for Android : Create Mobile, Sensor-aware, and XR Applications Using Processing
- Author
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Andrés Colubri and Andrés Colubri
- Subjects
- Computer graphics, Computer programming, Computer engineering, Computer networks
- Abstract
Learn how to use the Processing programming language and environment to create Android applications with ease. This book covers the basics of the Processing language, allowing users to effectively program interactive graphics in 2D, 3D, and Extended Reality (XR). It also details the application of these techniques to different types of Android devices (smartphones, tablets, wearables, and smartwatches). This updated edition walks you through the entire process of creating an app, from the initial idea to release of the final app via the Google Play App Store. Over the course of the book, you'll learn to write engaging apps driven by user interaction and sensor data. A comprehensive series of hands-on projects, ranging from simple sketches to more complex projects involving shaders, VR, and AR will give you the firsthand experience you need to begin developing your own projects. And once you have your Processing projects completed, you'll be able to upload them to the Google Play store to be shared with the world! What You Will Learn Write apps and live wallpapers for smartphones and tabletsDesign and implement interactive watch facesCreate Extended Reality (VR/AR) experiencesIncorporate GLSL shaders into your Processing appsIntegrate Processing sketches into larger apps and Android StudioLearn how to write your own libraries to share with the communityExport projects as completed apps ready to distribute through Google Play Store Who This Book Is For Artists, designers, students, researchers, and hobbyists who are not necessarily Android experts, but are looking to write mobile apps that make creative use of interactive graphics, sensor data, and extended reality.
- Published
- 2023
7. The History of the GPU - New Developments
- Author
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Jon Peddie and Jon Peddie
- Subjects
- Computer graphics, Computers—History, User interfaces (Computer systems), Human-computer interaction
- Abstract
This third book in the three-part series on the History of the GPU covers the second to sixth eras of the GPU, which can be found in anything that has a display or screen. The GPU is now part of supercomputers, PCs, Smartphones and tablets, wearables, game consoles and handhelds, TVs, and every type of vehicle including boats and planes. In the early 2000s the number of GPU suppliers consolidated to three whereas now, the number has expanded to almost 20. In 2022 the GPU market was worth over $250 billion with over 2.2 billion GPUs being sold just in PCs, and more than 10 billion in smartphones. Understanding the power and history of these devices is not only a fascinating tale, but one that will aid your understanding of some of the developments in consumer electronics, computers, new automobiles, and your fitness watch.
- Published
- 2023
8. Computer Vision – ACCV 2022 : 16th Asian Conference on Computer Vision, Macao, China, December 4–8, 2022, Proceedings, Part I
- Author
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Lei Wang, Juergen Gall, Tat-Jun Chin, Imari Sato, Rama Chellappa, Lei Wang, Juergen Gall, Tat-Jun Chin, Imari Sato, and Rama Chellappa
- Subjects
- Computer vision, Computer graphics, Image processing—Digital techniques, Machine learning, Social sciences—Data processing, Database management
- Abstract
The 7-volume set of LNCS 13841-13847 constitutes the proceedings of the 16th Asian Conference on Computer Vision, ACCV 2022, held in Macao, China, December 2022. The total of 277 contributions included in the proceedings set was carefully reviewed and selected from 836 submissions during two rounds of reviewing and improvement. The papers focus on the following topics: Part I: 3D computer vision; optimization methods; Part II: applications of computer vision, vision for X; computational photography, sensing, and display; Part III: low-level vision, image processing; Part IV: face and gesture; pose and action; video analysis and event recognition; vision and language; biometrics; Part V: recognition: feature detection, indexing, matching, and shape representation; datasets and performance analysis; Part VI: biomedical image analysis; deep learning for computer vision; Part VII: generative models for computer vision; segmentation and grouping; motion and tracking; document image analysis; big data, large scale methods.
- Published
- 2023
9. Virtual Reality Usability Design
- Author
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David Gerhard, Wil J. Norton, David Gerhard, and Wil J. Norton
- Subjects
- Haptic devices, User interfaces (Computer systems), Virtual reality, System design
- Abstract
The development of effective and usable software for spatial computing platforms like virtual reality (VR) requires an understanding of how these devices create new possibilities (and new perils) when it comes to interactions between humans and computers. Virtual Reality Usability Design provides readers with an understanding of the techniques and technologies required to design engaging and effective VR applications.The book covers both the mechanics of how human senses and the mind experience immersive virtual environments, as well as how to leverage these mechanics to create human-focused virtual experiences. Deeply rooted in principles of human perception and computational interaction, the current and future limitations of these replacements are also considered. Full of real-world examples, this book is an indispensable guide for any practising VR developer interested in making efficient and effective interfaces. Meanwhile, explorations of concrete theory in their practical application will be useful for VR students and researchers alike.
- Published
- 2023
10. The History of the GPU - Steps to Invention
- Author
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Jon Peddie and Jon Peddie
- Subjects
- Graphics processing units--History
- Abstract
This is the first book in a three-part series that traces the development of the GPU. Initially developed for games the GPU can now be found in cars, supercomputers, watches, game consoles and more. GPU concepts go back to the 1970s when computer graphics was developed for computer-aided design of automobiles and airplanes. Early computer graphics systems were adopted by the film industry and simulators for airplanes and high energy physics—exploding nuclear bombs in computers instead of the atmosphere. A GPU has an integrated transform and lighting engine, but these were not available until the end of the 1990s. Heroic and historic companies expanded the development and capabilities of the graphics controller in pursuit of the ultimate device, a fully integrated self-contained GPU. Fifteen companies worked on building the first fully integrated GPU, some succeeded in the console, and Northbridge segments, and Nvidia was the first to offer a fully integrated GPU for the PC. Today the GPU can be found in every platform that involves a computer and a user interface.
- Published
- 2022
11. Developing Graphics Frameworks with Java and OpenGL
- Author
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Lee Stemkoski, James Cona, Lee Stemkoski, and James Cona
- Subjects
- Computer graphics--Computer programs, Java (Computer program language)
- Abstract
Developing Graphics Frameworks with Java and OpenGL shows you how to create software for rendering complete three-dimensional (3D) scenes. The book explains the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds.You will learn how to combine the power of OpenGL, the most widely adopted cross-platform application programming interface (API) for graphics processing unit (GPU) programming, with the accessibility and versatility of the Java programming language. Topics in this book include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting a scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework discussed throughout the book, you will gain a foundational knowledge that will allow you to adapt and extend that framework, leading to even more spectacular graphical results. Author biosLee Stemkoski is a professor of mathematics and computer science. He earned his Ph.D. in mathematics from Dartmouth College in 2006 and has been teaching at the college level since. His specialties are computer graphics, video game development, and virtual and augmented reality programming.James Cona is an up-and-coming software engineer who studied computer science at Adelphi University. Some of his specific interests include music, video game programming, 3D graphics, artificial intelligence, and clear and efficient software development in general.
- Published
- 2022
12. The Complete Guide to Photorealism for Visual Effects, Visualization and Games
- Author
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Eran Dinur and Eran Dinur
- Subjects
- Digital images--Editing, Digital cinematography, Rendering (Computer graphics), Photo-realism, Cinematography--Special effects, Architectural rendering--Technique, Video games--Design
- Abstract
This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games.Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then discusses techniques to achieve this complexity in the digital realm, covering both 3D and 2D methodologies. In addition, the book features artwork, case studies, and interviews with leading artists in the fields of VFX, visualization, and games. Exploring color, integration, light and surface behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, compositing, matte painting, lens/camera effects, and much more, Dinur offers a compelling, elegant guide to achieving photorealism in digital media and creating imagery that is seamless from real footage.Its broad perspective makes this detailed guide suitable for VFX, visualization and game artists and students, as well as directors, architects, designers, and anyone who strives to achieve convincing, believable visuals in digital media.
- Published
- 2022
13. Developing Graphics Frameworks with Python and OpenGL
- Author
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Lee Stemkoski, Michael Pascale, Lee Stemkoski, and Michael Pascale
- Subjects
- Python (Computer program language), Computer graphics--Computer programs, Computer graphics--Mathematics
- Abstract
Developing Graphics Frameworks with Python and OpenGL shows you how to create software for rendering complete three-dimensional scenes. The authors explain the foundational theoretical concepts as well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds.You will learn how to combine the power of OpenGL, the most widely adopted cross-platform API for GPU programming, with the accessibility and versatility of the Python programming language. Topics you will explore include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting your scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework you will develop throughout this book, with the foundational knowledge you will gain, you will be able to adapt and extend the framework to achieve even more spectacular graphical results.
- Published
- 2022
14. A Guide to Convolutional Neural Networks for Computer Vision
- Author
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Salman Khan, Hossein Rahmani, Syed Afaq Ali Shah, Mohammed Bennamoun, Salman Khan, Hossein Rahmani, Syed Afaq Ali Shah, and Mohammed Bennamoun
- Subjects
- Computer vision, Pattern recognition systems
- Abstract
Computer vision has become increasingly important and effective in recent years due to its wide-ranging applications in areas as diverse as smart surveillance and monitoring, health and medicine, sports and recreation, robotics, drones, and self-driving cars. Visual recognition tasks, such as image classification, localization, and detection, are the core building blocks of many of these applications, and recent developments in Convolutional Neural Networks (CNNs) have led to outstanding performance in these state-of-the-art visual recognition tasks and systems. As a result, CNNs now form the crux of deep learning algorithms in computer vision. This self-contained guide will benefit those who seek to both understand the theory behind CNNs and to gain hands-on experience on the application of CNNs in computer vision. It provides a comprehensive introduction to CNNs starting with the essential concepts behind neural networks: training, regularization, and optimization of CNNs. The book also discusses a wide range of loss functions, network layers, and popular CNN architectures, reviews the different techniques for the evaluation of CNNs, and presents some popular CNN tools and libraries that are commonly used in computer vision. Further, this text describes and discusses case studies that are related to the application of CNN in computer vision, including image classification, object detection, semantic segmentation, scene understanding, and image generation. This book is ideal for undergraduate and graduate students, as no prior background knowledge in the field is required to follow the material, as well as new researchers, developers, engineers, and practitioners who are interested in gaining a quick understanding of CNN models.
- Published
- 2022
15. Fundamentals of Computer Graphics
- Author
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Steve Marschner, Peter Shirley, Steve Marschner, and Peter Shirley
- Subjects
- Computer graphics
- Abstract
Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fifth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference.Focusing on geometric intuition, this book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts.HIGHLIGHTS Major updates and improvements to numerous chapters, including shading, ray tracing, physics-based rendering, math, and sampling Updated coverage of existing topics The absorption and reworking of several chapters to create a more natural flow to the book The fifth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs.
- Published
- 2021
16. Coding Art : The Four Steps to Creative Programming with the Processing Language
- Author
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Yu Zhang, Mathias Funk, Yu Zhang, and Mathias Funk
- Subjects
- Computer graphics, Computer software
- Abstract
Finally, a book on creative programming, written directly for artists and designers! Rather than following a computer science curriculum, this book is aimed at creatives who are working in the intersection of design, art, and education. In this book you'll learn to apply computation into the creative process by following a four-step process, and through this, land in the cross section of coding and art, with a focus on practical examples and relevant work structures. You'll follow a real-world use case of computation art and see how it relates back to the four key pillars, and addresses potential pitfalls and challenges in the creative process. All code examples are presented in a fully integrated Processing example library, making it easy for readers to get started.This unique and finely balanced approach between skill acquisition and the creative process and development makes Coding Art a functional reference book for both creative programming and the creative process for professors and students alike.What You'll LearnReview ideas and approaches from creative programming to different professional domainsWork with computational tools like the Processing languageUnderstand the skills needed to move from static elements to animation to interactionUse interactivity as input to bring creative concepts closer to refinement and depthSimplify and extend the design of aesthetics, rhythms, and smoothness with data structuresLeverage the diversity of art code on other platforms like the web or mobile applicationsUnderstand the end-to-end process of computation art through real world use casesStudy best practices, common pitfalls, and challenges of the creative processWho This Book Is ForThoselooking to see what computation and data can do for their creative expression; learners who want to integrate computation and data into their practices in different perspectives; and those who already know how to program, seeking creativity and inspiration in the context of computation and data.
- Published
- 2021
17. Basics of Virtual Reality : From the Discovery of Perspective to VR Glasses
- Author
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Armin Grasnick and Armin Grasnick
- Subjects
- Virtual reality
- Abstract
Today, the reality we know can be recorded and reproduced true to reality using technical processes. Space and time are recreated virtually as a copy in artificial reality. However, the reproduction of virtual reality is not limited to a mere copy of what exists. A visitor to the virtual space does not have to be content with the pixelated image of the old familiar, but can encounter unreal phenomena in the illusory world that never existed in real life or are even physically impossible. This enables an expansion of the recorded reality and allows the perception of surprisingly new perspectives.A perspective denotes the perception of a fact from a certain point of view and corresponds to the way of looking at things. But a perspective is also the observation of a scene from a viewing position. From different perspectives the illusion of reality arises during the reproduction by observation. This vision is not based on imagination or hallucination, but is the basic function ofvirtual reality. This book describes the concepts, systems, and technologies used to create virtual reality from its ancient beginnings to the present, and provides a glimpse into a possible future.This book is a translation of the original German 1st edition Grundlagen der virtuellen Realität by Armin Grasnick, published by Springer-Verlag GmbH Germany, part of Springer Nature in 2020. The translation was done with the help of artificial intelligence (machine translation by the service DeepL.com). A subsequent human revision was done primarily in terms of content, so that the book will read stylistically differently from a conventional translation. Springer Nature works continuously to further the development of tools for the production of books and on the related technologies to support the authors.
- Published
- 2021
18. Graphics Interface 2014
- Author
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Paul G. Kry, Andrea Bunt, Paul G. Kry, and Andrea Bunt
- Subjects
- T385
- Abstract
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.
- Published
- 2020
19. Visual Computing for Cultural Heritage
- Author
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Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, Anastasios Doulamis, Fotis Liarokapis, Athanasios Voulodimos, Nikolaos Doulamis, and Anastasios Doulamis
- Subjects
- Cultural property--Data processing, Computer vision
- Abstract
This book provides insights into the state of the art of digital cultural heritage using computer graphics, image processing, computer vision, visualization and reconstruction, virtual and augmented reality and serious games. It aims at covering the emergent approaches for digitization and preservation of Cultural Heritage, both in its tangible and intangible facets. Advancements in Digital Cultural Heritage research have been abundant in recent years covering a wide assortment of topics, ranging from visual data acquisition, pre-processing, classification, analysis and synthesis, 3D modelling and reconstruction, semantics and symbolic representation, metadata description, repository and archiving, to new forms of interactive and personalized presentation, visualization and immersive experience provision via advanced computer graphics, interactive virtual and augmented environments, serious games and digital storytelling. Different aspects pertaining to visual computing with regard to tangible (books, images, paintings, manuscripts, uniforms, maps, artefacts, archaeological sites, monuments) and intangible (e.g. dance and performing arts, folklore, theatrical performances) cultural heritage preservation, documentation, protection and promotion are covered, including rendering and procedural modelling of cultural heritage assets, keyword spotting in old documents, drone mapping and airborne photogrammetry, underwater recording and reconstruction, gamification, visitor engagement, animated storytelling, analysis of choreographic patterns, and many more. The book brings together and targets researchers from the domains of computing, engineering, archaeology and the arts, and aims at underscoring the potential for cross-fertilization and collaboration among these communities.
- Published
- 2020
20. Real VR – Immersive Digital Reality : How to Import the Real World Into Head-Mounted Immersive Displays
- Author
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Marcus Magnor, Alexander Sorkine-Hornung, Marcus Magnor, and Alexander Sorkine-Hornung
- Subjects
- Computer graphics, Computer vision, User interfaces (Computer systems), Human-computer interaction, Artificial intelligence, Computer systems
- Abstract
With the advent of consumer-market Virtual Reality (VR) technology, the next revolution in visual entertainment is already on the horizon: real VR will enable us to experience live-action movies, sports broadcasts, concert videos, etc. in true visual (and aural) immersion. This book provides a comprehensive overview of the algorithms and methods that make it possible to immerse into real-world recordings. It brings together the expertise of internationally renowned experts from academia and industry who present the state of the art in this fascinating, interdisciplinary new research field. Written by and for scientists, engineers, and practitioners, this book is the definitive reference for anyone interested in finding out about how to import the real world into head-mounted displays.
- Published
- 2020
21. Ray Tracing Gems : High-Quality and Real-Time Rendering with DXR and Other APIs
- Author
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Eric Haines, Tomas Akenine-Möller, Eric Haines, and Tomas Akenine-Möller
- Subjects
- Video games--Programming, Computer graphics, Ray tracing algorithms, Optical data processing
- Abstract
This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware.What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domainsGuidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR)How to implement high-performance graphics for interactive visualizations, games, simulations, and moreWho this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areasEnthusiasts who want to understand and experiment with their new GPUs
- Published
- 2019
22. Image Analysis : 21st Scandinavian Conference, SCIA 2019, Norrköping, Sweden, June 11–13, 2019, Proceedings
- Author
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Michael Felsberg, Per-Erik Forssén, Ida-Maria Sintorn, Jonas Unger, Michael Felsberg, Per-Erik Forssén, Ida-Maria Sintorn, and Jonas Unger
- Subjects
- Computer vision, Pattern recognition systems, Computer graphics, Artificial intelligence, Computer networks
- Abstract
This volume constitutes the refereed proceedings of the 21st Scandinavian Conference on Image Analysis, SCIA 2019, held in Norrköping, Sweden, in June 2019. The 40 revised papers presented were carefully reviewed and selected from 63 submissions. The contributions are structured in topical sections on Deep convolutional neural networks; Feature extraction and image analysis; Matching, tracking and geometry; and Medical and biomedical image analysis.
- Published
- 2019
23. Digital Image Watermarking : Theoretical and Computational Advances
- Author
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Surekha Borra, Rohit Thanki, Nilanjan Dey, Surekha Borra, Rohit Thanki, and Nilanjan Dey
- Subjects
- Image processing--Digital techniques, Marks of origin--Technological innovations, Computer security--Technological innovations, Watermarks--Technological innovations
- Abstract
The Book presents an overview of newly developed watermarking techniques in various independent and hybrid domains Covers the basics of digital watermarking, its types, domain in which it is implemented and the application of machine learning algorithms onto digital watermarking Reviews hardware implementation of watermarking Discusses optimization problems and solutions in watermarking with a special focus on bio-inspired algorithms Includes a case study along with its MATLAB code and simulation results
- Published
- 2019
24. Commodore : The Final Years
- Author
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Brian Bagnall and Brian Bagnall
- Subjects
- Commodore computers--History
- Abstract
Concluding the Commodore trilogy, this book takes a look at Commodore's resurgence in the late 1980's and then ultimate demise. This was a period of immense creativity from engineers within the company, who began'moonshot'projects using emerging CD-ROM technology. Get to know the people behind Commodore's successes and failures as they battle to stay relevant amidst blistering competition from Nintendo, Apple, and the onslaught of IBM PC clones. Told through interviews with company insiders, this examination of the now defunct company traces the engineering breakthroughs and baffling decisions that led to the demise of Commodore.
- Published
- 2019
25. GPU Pro 360 Guide to Image Space
- Author
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Wolfgang Engel and Wolfgang Engel
- Subjects
- Computer graphics, Digital images, Graphics processing units--Programming
- Abstract
Wolfgang Engel's GPU Pro 360 Guide to Image Space gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers various algorithms that operate primarily in image space. This volume is complete with 15 articles by leading programmers speaks to the power and convenience of working in screen space. GPU Pro 360 Guide to Image Space is comprised of ready-to-use ideas and efficient procedures that can help solve many computer graphics programming challenges that may arise. Key Features: Presents tips & tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in rapidly evolving field of real-time rendering Takes practical approach that helps graphics programmers solve their daily challenges
- Published
- 2019
26. Elements of Multimedia
- Author
-
Sreeparna Banerjee and Sreeparna Banerjee
- Subjects
- Multimedia systems
- Abstract
Elements of Multimedia presents a systematic introduction and integrated overview of the state-of-the-art innovations that make Multimedia a rapidly evolving technology in the digital domain. This book is also an invaluable resource for applied researchers. Some of the salient features of the book include: Overview of recent additions to multimedia like New Media, Digital Media, Social Media and Mobile Media. This book provides a starting point for researchers wishing to pursue research in Multimedia. Discussions on advances in Web Technology, particularly Web 2.0, as well as Multimedia Applications. Detailed descriptions on different Multimedia elements like text, graphics, images, audio, video and animation. Introduction to the concepts of data compression. Various aspects of multimedia presentations. Multimedia storage hardware. Databases for Multimedia data storage and indexing schemes for accessing Multimedia data. Multimedia communications and networking issues. Each chapter ends with a review of the topics covered and a set of review questions to enable the student to go back to the chapter and recapitulate the subject matter. Answers to the Multiple-Choice Questions (MCQ) are provided at the end of the book. Solutions of problems are also provided.
- Published
- 2019
27. Unity Game Optimization : Enhance and Extend the Performance of All Aspects of Your Unity Games
- Author
-
Dr. Davide Aversa, Chris Dickinson, Dr. Davide Aversa, and Chris Dickinson
- Subjects
- Video games--Design
- Abstract
Get up to speed with a series of performance-enhancing coding techniques and methods that will help you improve the performance of your Unity applicationsKey FeaturesOptimize graphically intensive games using the latest features of Unity such as Entity Component System (ECS) and the Burst compilerExplore techniques for solving performance issues with your VR projectsLearn best practices for project organization to save time through an improved workflowBook DescriptionUnity engine comes with a great set of features to help you build high-performance games. This Unity book is your guide to optimizing various aspects of your game development, from game characters and scripts, right through to animations. You'll explore techniques for writing better game scripts and learn how to optimize a game using Unity technologies such as ECS and the Burst compiler. The book will also help you manage third-party tooling used with the Unity ecosystem. You'll also focus on the problems in the performance of large games and virtual reality (VR) projects in Unity, gaining insights into detecting performance issues and performing root cause analysis. As you progress, you'll discover best practices for your Unity C# script code and get to grips with usage patterns. Later, you'll be able to optimize audio resources and texture files, along with effectively storing and using resource files. You'll then delve into the Rendering Pipeline and learn how to identify performance problems in the pipeline. In addition to this, you'll learn how to optimize the memory and processing unit of Unity. Finally, you'll cover tips and tricks used by Unity professionals to improve the project workflow. By the end of this book, you'll have developed the skills you need to build interactive games using Unity and its components.What you will learnApply the Unity Profiler to find bottlenecks in your app, and discover how to resolve themDiscover performance problems that are critical for VR projects and learn how to tackle themEnhance shaders in an accessible way, optimizing them with subtle yet effective performance tweaksUse the physics engine to keep scenes as dynamic as possibleOrganize, filter, and compress art assets to maximize performance while maintaining high qualityUse the Mono framework and C# to implement low-level enhancements that maximize memory usage and prevent garbage collectionWho this book is forThe book is intended for intermediate Unity game developers who wants to maximize the performance of their game. The book assumes familiarity with C# programming.
- Published
- 2019
28. Computer Vision – ECCV 2018 Workshops : Munich, Germany, September 8-14, 2018, Proceedings, Part VI
- Author
-
Laura Leal-Taixé, Stefan Roth, Laura Leal-Taixé, and Stefan Roth
- Subjects
- Computer vision, Artificial intelligence, User interfaces (Computer systems), Human-computer interaction, Computers, Special purpose, Computer networks, Computer graphics
- Abstract
The six-volume set comprising the LNCS volumes 11129-11134 constitutes the refereed proceedings of the workshops that took place in conjunction with the 15th European Conference on Computer Vision, ECCV 2018, held in Munich, Germany, in September 2018.43 workshops from 74 workshops proposals were selected for inclusion in the proceedings. The workshop topics present a good orchestration of new trends and traditional issues, built bridges into neighboring fields, and discuss fundamental technologies and novel applications.
- Published
- 2019
29. Computer Vision – ECCV 2018 Workshops : Munich, Germany, September 8-14, 2018, Proceedings, Part III
- Author
-
Laura Leal-Taixé, Stefan Roth, Laura Leal-Taixé, and Stefan Roth
- Subjects
- Computer vision--Congresses
- Abstract
The six-volume set comprising the LNCS volumes 11129-11134 constitutes the refereed proceedings of the workshops that took place in conjunction with the 15th European Conference on Computer Vision, ECCV 2018, held in Munich, Germany, in September 2018.43 workshops from 74 workshops proposals were selected for inclusion in the proceedings. The workshop topics present a good orchestration of new trends and traditional issues, built bridges into neighboring fields, and discuss fundamental technologies and novel applications.
- Published
- 2019
30. Computer Vision – ECCV 2018 Workshops : Munich, Germany, September 8-14, 2018, Proceedings, Part I
- Author
-
Laura Leal-Taixé, Stefan Roth, Laura Leal-Taixé, and Stefan Roth
- Subjects
- Computer vision, Pattern recognition systems, Artificial intelligence, Computer graphics, Computers, Special purpose
- Abstract
The six-volume set comprising the LNCS volumes 11129-11134 constitutes the refereed proceedings of the workshops that took place in conjunction with the 15th European Conference on Computer Vision, ECCV 2018, held in Munich, Germany, in September 2018.43 workshops from 74 workshops proposals were selected for inclusion in the proceedings. The workshop topics present a good orchestration of new trends and traditional issues, built bridges into neighboring fields, and discuss fundamental technologies and novel applications.
- Published
- 2019
31. Proceedings of the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage : EARTH 2018
- Author
-
Alessandro Luigini and Alessandro Luigini
- Subjects
- Cultural property--Data processing--Congresses
- Abstract
This book gathers peer-reviewed papers presented at the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage (EARTH2018), held in Brixen, Italy in July 2018. The papers focus on interdisciplinary and multi-disciplinary research concerning cutting-edge cultural heritage informatics and engineering; the use of technology for the representation, preservation and communication of cultural heritage knowledge; as well as heritage education in digital environments; innovative experiments in the field of digital representation; and methodological reflections on the use of IT tools in various educational contexts. The scope of the papers ranges from theoretical research to applications, including education, in several fields of science, technology and art. EARTH 2018 addressed a variety of topics and subtopics, including digital representation technologies, virtual museums and virtual exhibitions, virtual and augmented reality, digital heritage and digital arts, art and heritage education, teaching and technologies for museums, VR and AR technologies in schools, education through digital media, psychology of perception and attention, psychology of arts and communication, as well as serious games and gamification. As such the book provides architects, engineers, computer scientists, social scientists and designers interested in computer applications and cultural heritage with an overview of the latest advances in the field, particularly in the context of science, arts and education.
- Published
- 2019
32. Graphics and Multimedia for the Web with Adobe Creative Cloud : Navigating the Adobe Software Landscape
- Author
-
Jennifer Harder and Jennifer Harder
- Subjects
- Web sites--Authoring programs, Graphic arts--Computer programs, Computer graphics, Desktop publishing
- Abstract
Upgrade your skills in Adobe Creative Cloud and enhance your corporate or personal website with multimedia and graphics. In this book you'll look at the latest versions of five core Adobe programs: Photoshop, Illustrator, Animate (formerly Flash), Media Encoder and Dreamweaver. As you work with each of these programs to create images, animations, audio and video you will see how each one can help you complete and finally integrate your multimedia files into a final mobile friendly website.Adding new multimedia features to your website does not have to be difficult or confusing. If you plan your route and goals correctly, along the way you will see how each software has its own use, but ultimately, how they can all work together for a common goal. This book also shows you how additional Creative Cloud software can be used with the core five programs should you want to add further interactivity.What You'll Learn:Use Adobe Creative Cloud software to create graphics and multimedia for a websiteRender images in various formatsWork with video, HTML5 Canvas and audio files for the websiteDiscover new features of HTML5 and CSS3 and how to work with them in Dreamweaver CCWho This Book Is ForGraphic designers who are creating websites; students in the classroom; instructors wanting to upgrade their Adobe Creative Cloud skills.
- Published
- 2018
33. Advanced High Dynamic Range Imaging
- Author
-
Francesco Banterle, Alessandro Artusi, Kurt Debattista, Alan Chalmers, Francesco Banterle, Alessandro Artusi, Kurt Debattista, and Alan Chalmers
- Subjects
- Photography--Exposure, High dynamic range imaging, Image processing--Digital techniques
- Abstract
This book explores the methods needed for creating and manipulating HDR content. HDR is a step change from traditional imaging; more closely matching what we see with our eyes. In the years since the first edition of this book appeared, HDR has become much more widespread, moving from a research concept to a standard imaging method. This new edition incorporates all the many developments in HDR since the first edition and once again emphasizes practical tips, including the authors'popular HDR Toolbox (available on the authors'website) for MATLAB and gives readers the tools they need to develop and experiment with new techniques for creating compelling HDR content.Key Features: Contains the HDR Toolbox for readers'experimentation on authors'website Offers an up-to-date, detailed guide to the theory and practice of high dynamic range imaging Covers all aspects of the field, from capture to display Provides benchmarks for evaluating HDR imagery
- Published
- 2018
34. Real-Time Rendering, Fourth Edition
- Author
-
Tomas Akenine-Mo¨ller, Eric Haines, Naty Hoffman, Tomas Akenine-Mo¨ller, Eric Haines, and Naty Hoffman
- Subjects
- Rendering (Computer graphics), Computer graphics, Real-time data processing
- Abstract
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style.New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.
- Published
- 2018
35. Computer Vision – ECCV 2018 : 15th European Conference, Munich, Germany, September 8–14, 2018, Proceedings, Part V
- Author
-
Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, Yair Weiss, Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, and Yair Weiss
- Subjects
- Computer vision, Computer graphics, Artificial intelligence, Data protection
- Abstract
The sixteen-volume set comprising the LNCS volumes 11205-11220 constitutes the refereed proceedings of the 15th European Conference on Computer Vision, ECCV 2018, held in Munich, Germany, in September 2018.The 776 revised papers presented were carefully reviewed and selected from 2439 submissions. The papers are organized in topical sections on learning for vision; computational photography; human analysis; human sensing; stereo and reconstruction; optimization; matching and recognition; video attention; and poster sessions.
- Published
- 2018
36. Computer Vision – ECCV 2018 : 15th European Conference, Munich, Germany, September 8-14, 2018, Proceedings, Part IV
- Author
-
Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, Yair Weiss, Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, and Yair Weiss
- Subjects
- Computer vision, Pattern recognition systems, Artificial intelligence, Computer graphics, Computer networks
- Abstract
The sixteen-volume set comprising the LNCS volumes 11205-11220 constitutes the refereed proceedings of the 15th European Conference on Computer Vision, ECCV 2018, held in Munich, Germany, in September 2018.The 776 revised papers presented were carefully reviewed and selected from 2439 submissions. The papers are organized in topical sections on learning for vision; computational photography; human analysis; human sensing; stereo and reconstruction; optimization; matching and recognition; video attention; and poster sessions.
- Published
- 2018
37. Unity 2017 Game Development Essentials : Build Fully Functional 2D and 3D Games with Realistic Environments, Sounds, Physics, Special Effects, and More!, 3rd Edition
- Author
-
Tommaso Lintrami and Tommaso Lintrami
- Subjects
- Video games--Design, Video games--Programming
- Abstract
Go through 3D game development techniques using Unity Key FeaturesKick-start your game development carrer and build ready-to-play 2D and 3D games with easeUnderstand the key concepts in game design including scripting, physics, instantiation, particle effects, and moreBuild games that run on desktop, mobile, and the webBook DescriptionUnity is the most popular game engine among Indie developers, start-ups, and medium to large independent game development companies. This book is a complete exercise in game development covering environments, physics, sound, particles, and much more—to get you up and running with Unity rapidly. In this informal guide, you'll get to grips with the basics of game development, starting off with using C# for scripting. You'll get the hang of Unity's development environment and will be able to set up the required assets for your frst 2D game. You'll work on animating your player and getting it to move in the 2D environment. Next, you'll see how to build the game in 3D, making use of Unity's new 3D animation system. After building a beautiful 3D environment for the game, you'll work with the latest physics system that Unity has to offer and will make your assets interactive. You'll induce artifcial intelligence into the enemies and develop a mechanism to hit them with rocks and punches. Once you've made things pretty with the particle system, you'll move on to optimize the game, adding a cross-platform ready UI, and publishing your game across multiple platforms.You'll walk away with a cool 2D parallax side parallax game and an even cooler third-person 3D adventure game, but most importantly, with the confdence to build your own games.What you will learn Script games using C# Build your very first 2D and 3D games Work through the key concepts in game development such as animations, physics, and scripting Test and optimize your games to attain great performance Create fully functional menus, HUDs, and UI Create player character interactions with AI and NPCWho this book is forWho this book is written for: If you're a designer or animator who wishes to take their first steps into game development or prototyping, or if you've simply spent many hours sitting in front of video games with ideas bubbling away in the back of your mind, Unity and this book should be your starting point.
- Published
- 2018
38. Computer Vision – ECCV 2018 : 15th European Conference, Munich, Germany, September 8-14, 2018, Proceedings, Part I
- Author
-
Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, Yair Weiss, Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, and Yair Weiss
- Subjects
- Computer vision, Pattern recognition systems, Artificial intelligence, Computer graphics, Biometric identification
- Abstract
The sixteen-volume set comprising the LNCS volumes 11205-11220 constitutes the refereed proceedings of the 15th European Conference on Computer Vision, ECCV 2018, held in Munich, Germany, in September 2018.The 776 revised papers presented were carefully reviewed and selected from 2439 submissions. The papers are organized in topical sections on learning for vision; computational photography; human analysis; human sensing; stereo and reconstruction; optimization; matching and recognition; video attention; and poster sessions.
- Published
- 2018
39. Computer Vision – ECCV 2018 : 15th European Conference, Munich, Germany, September 8-14, 2018, Proceedings, Part XVI
- Author
-
Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, Yair Weiss, Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, and Yair Weiss
- Subjects
- Computer vision, Computer graphics, Artificial intelligence, Computers, Special purpose, Computer networks
- Abstract
The sixteen-volume set comprising the LNCS volumes 11205-11220 constitutes the refereed proceedings of the 15th European Conference on Computer Vision, ECCV 2018, held in Munich, Germany, in September 2018.The 776 revised papers presented were carefully reviewed and selected from 2439 submissions. The papers are organized in topical sections on learning for vision; computational photography; human analysis; human sensing; stereo and reconstruction; optimization; matching and recognition; video attention; and poster sessions.
- Published
- 2018
40. Computer Vision – ECCV 2018 : 15th European Conference, Munich, Germany, September 8-14, 2018, Proceedings, Part XV
- Author
-
Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, Yair Weiss, Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, and Yair Weiss
- Subjects
- Computer vision, Pattern recognition systems, Artificial intelligence, Computer graphics
- Abstract
The sixteen-volume set comprising the LNCS volumes 11205-11220 constitutes the refereed proceedings of the 15th European Conference on Computer Vision, ECCV 2018, held in Munich, Germany, in September 2018.The 776 revised papers presented were carefully reviewed and selected from 2439 submissions. The papers are organized in topical sections on learning for vision; computational photography; human analysis; human sensing; stereo and reconstruction; optimization; matching and recognition; video attention; and poster sessions.
- Published
- 2018
41. Computer Vision – ECCV 2018 : 15th European Conference, Munich, Germany, September 8–14, 2018, Proceedings, Part XII
- Author
-
Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, Yair Weiss, Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, and Yair Weiss
- Subjects
- Computer vision, Computer graphics, Artificial intelligence
- Abstract
The sixteen-volume set comprising the LNCS volumes 11205-11220 constitutes the refereed proceedings of the 15th European Conference on Computer Vision, ECCV 2018, held in Munich, Germany, in September 2018.The 776 revised papers presented were carefully reviewed and selected from 2439 submissions. The papers are organized in topical sections on learning for vision; computational photography; human analysis; human sensing; stereo and reconstruction; optimization; matching and recognition; video attention; and poster sessions.
- Published
- 2018
42. Computer Vision – ECCV 2018 : 15th European Conference, Munich, Germany, September 8-14, 2018, Proceedings, Part X
- Author
-
Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, Yair Weiss, Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, and Yair Weiss
- Subjects
- Computer vision, Computer graphics, Artificial intelligence, Computer networks
- Abstract
The sixteen-volume set comprising the LNCS volumes 11205-11220 constitutes the refereed proceedings of the 15th European Conference on Computer Vision, ECCV 2018, held in Munich, Germany, in September 2018.The 776 revised papers presented were carefully reviewed and selected from 2439 submissions. The papers are organized in topical sections on learning for vision; computational photography; human analysis; human sensing; stereo and reconstruction; optimization; matching and recognition; video attention; and poster sessions.
- Published
- 2018
43. Computer Vision – ECCV 2018 : 15th European Conference, Munich, Germany, September 8–14, 2018, Proceedings, Part VII
- Author
-
Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, Yair Weiss, Vittorio Ferrari, Martial Hebert, Cristian Sminchisescu, and Yair Weiss
- Subjects
- Computer vision, Pattern recognition systems, Artificial intelligence, Computer graphics
- Abstract
The sixteen-volume set comprising the LNCS volumes 11205-11220 constitutes the refereed proceedings of the 15th European Conference on Computer Vision, ECCV 2018, held in Munich, Germany, in September 2018.The 776 revised papers presented were carefully reviewed and selected from 2439 submissions. The papers are organized in topical sections on learning for vision; computational photography; human analysis; human sensing; stereo and reconstruction; optimization; matching and recognition; video attention; and poster sessions.
- Published
- 2018
44. Topological Methods in Data Analysis and Visualization IV : Theory, Algorithms, and Applications
- Author
-
Hamish Carr, Christoph Garth, Tino Weinkauf, Hamish Carr, Christoph Garth, and Tino Weinkauf
- Subjects
- Visualization, Computer graphics, Complex manifolds, Manifolds (Mathematics), Computers, Mathematical analysis, Topology, Mathematics, Information visualization, Electronic digital computers
- Abstract
This book presents contributions on topics ranging from novel applications of topological analysis for particular problems, through studies of the effectiveness of modern topological methods, algorithmic improvements on existing methods, and parallel computation of topological structures, all the way to mathematical topologies not previously applied to data analysis. Topological methods are broadly recognized as valuable tools for analyzing the ever-increasing flood of data generated by simulation or acquisition. This is particularly the case in scientific visualization, where the data sets have long since surpassed the ability of the human mind to absorb every single byte of data. The biannual TopoInVis workshop has supported researchers in this area for a decade, and continues to serve as a vital forum for the presentation and discussion of novel results in applications in the area, creating a platform to disseminate knowledge about such implementations throughoutand beyond the community. The present volume, resulting from the 2015 TopoInVis workshop held in Annweiler, Germany, will appeal to researchers in the fields of scientific visualization and mathematics, domain scientists with an interest in advanced visualization methods, and developers of visualization software systems.
- Published
- 2017
45. Displays : Fundamentals & Applications, Second Edition
- Author
-
Rolf R. Hainich, Oliver Bimber, Rolf R. Hainich, and Oliver Bimber
- Subjects
- Information display systems
- Abstract
In the extensive fields of optics, holography and virtual reality, technology continues to evolve. Displays: Fundamentals and Applications, Second Edition addresses these updates and discusses how real-time computer graphics and vision enable the application and displays of graphical 2D and 3D content. This book explores in detail these technological developments, as well as the shifting techniques behind projection displays, projector-camera systems, stereoscopic and autostereoscopic displays. This new edition contains many updates and additions reflecting the changes in fast developing areas such as holography and near-eye displays for Augmented and Virtual reality applications.Perfect for the student looking to sharpen their developing skill or the master refining their technique, Rolf Hainich and Oliver Bimber help the reader understand the basics of optics, light modulation, visual perception, display technologies, and computer-generated holography. With almost 500 illustrations Displays will help the reader see the field of augmentation and virtual reality display with new eyes. Features:• Covers physics, technology and techniques behind flat-panel as well as projection displays, projector-camera systems, stereoscopic and autostereoscopic displays, computer-generated holography, and near-eye displays• Discusses how real-time computer graphics and computer vision enable the visualization of graphical 2D and 3D content • Augmented by close to 500 rich illustrations, which give readers a clear understanding of existing and emerging display technology
- Published
- 2017
46. Processing for Android : Create Mobile, Sensor-Aware, and VR Applications Using Processing
- Author
-
Andrés Colubri and Andrés Colubri
- Subjects
- Application software--Development
- Abstract
Learn how to use the Processing programming language and environment to create Android applications with ease. This book covers the basics of the Processing language, allowing users to effectively program interactive graphics in 2D and 3D. It also details the application of these techniques to different types of Android devices (smartphones, tablets, wearables and smartwatches). Processing for Android walks you through the steps of taking an initial idea to a final app. With this book, you will be able to write engaging apps with interactive visuals driven by motion and location information obtained from the device's sensors; including health data from the wearer, like step count and heart rate. An advantage of Processing for Android over more complex programming environments is the ability for users to focus on the interactions and visual output of their code rather than in the implementation details of the Android platform. This book goes through a comprehensive series of hand-on projects, ranging from simple sketches to more complex projects involving sensors and integration with larger apps. It also covers important aspects such as exporting your Processing projects as signed apps are ready to upload to the Google Play store and be share with the world!What You'll LearnWrite apps and live wallpapers for smartphones and tabletsDesign and implement interactive watch facesCreate Virtual Reality experiences for Cardboard devicesIntegrate Processing sketches into larger apps and Android StudioExport projects as completed apps ready to distribute through Google Play StoreWho This Book Is ForArtists, designers, students, researchers, and hobbyists who are not necessarily Android experts, but are looking to write mobile apps that make creative use of interactive graphics, sensor data, and virtual reality.
- Published
- 2017
47. Advanced Concepts for Intelligent Vision Systems : 18th International Conference, ACIVS 2017, Antwerp, Belgium, September 18-21, 2017, Proceedings
- Author
-
Jacques Blanc-Talon, Rudi Penne, Wilfried Philips, Dan Popescu, Paul Scheunders, Jacques Blanc-Talon, Rudi Penne, Wilfried Philips, Dan Popescu, and Paul Scheunders
- Subjects
- Computer vision, Artificial intelligence, Computer graphics, Algorithms, Data protection, Computers, Special purpose
- Abstract
This book constitutes the refereed proceedings of the 18th International Conference on Advanced Concepts for Intelligent Vision Systems, ACIVS 2017, held in Antwerp, Belgium, in September 2017.The 63 full papers presented in this volume were carefully selected from 134 submissions. They deal with human-computer interaction; classification and recognition; navigation, mapping, robotics, and transports; video processing and retrieval; security, forensics, surveillance; and image processing.
- Published
- 2017
48. Unity 2017 Game Optimization : Optimize All Aspects of Unity Performance
- Author
-
Chris Dickinson and Chris Dickinson
- Subjects
- Video games--Programming
- Abstract
Master a series of performance-enhancing coding techniques and methods that help them improve the performance of their Unity3D applicationsKey FeaturesDiscover features and techniques to optimize Unity Engine's CPU cycles, memory usage, and the GPU throughput of any applicationExplore multiple techniques to solve performance issues with your VR projectsLearn the best practices for project organization to save time through an improved workflowBook DescriptionUnity is an awesome game development engine. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This book shows you how to make your games fly with the recent version of Unity 2017, and demonstrates that high performance does not need to be limited to games with the biggest teams and budgets. Since nothing turns gamers away from a game faster than a poor user-experience, the book starts by explaining how to use the Unity Profiler to detect problems. You will learn how to use stopwatches, timers and logging methods to diagnose the problem. You will then explore techniques to improve performance through better programming practices. Moving on, you will then learn about Unity's built-in batching processes; when they can be used to improve performance, and their limitations. Next, you will import your art assets using minimal space, CPU and memory at runtime, and discover some underused features and approaches for managing asset data. You will also improve graphics, particle system and shader performance with a series of tips and tricks to make the most of GPU parallel processing. You will then delve into the fundamental layers of the Unity3D engine to discuss some issues that may be difficult to understand without a strong knowledge of its inner-workings. The book also introduces you to the critical performance problems for VR projects and how to tackle them. By the end of the book, you will have learned to improve the development workflow by properly organizing assets and ways to instantiate assets as quickly and waste-free as possible via object pooling.What you will learnUse the Unity Profiler to find bottlenecks anywhere in your application, and discover how to resolve themImplement best practices for C# scripting to avoid common pitfallsDevelop a solid understanding of the rendering pipeline, and maximize its performance by reducing draw calls and avoiding fill rate bottlenecksEnhance shaders in a way that is accessible to most developers, optimizing them through subtle yet effective performance tweaksKeep your scenes as dynamic as possible by making the most of the Physics engineOrganize, filter, and compress your art assets to maximize performance while maintaining high qualityDiscover different kinds of performance problems that are critical for VR projects and how to tackle themUse the Mono Framework and C# to implement low-level enhancements that maximize memory usage and avoid garbage collectionGet to know the best practices for project organization to save time through an improved workflowWho this book is forThis book is intended for intermediate and advanced Unity developers who have experience with most of Unity's feature-set, and who want to maximize the performance of their game. Familiarity with the C# language will be needed.
- Published
- 2017
49. Image and Graphics : 9th International Conference, ICIG 2017, Shanghai, China, September 13-15, 2017, Revised Selected Papers, Part III
- Author
-
Yao Zhao, Xiangwei Kong, David Taubman, Yao Zhao, Xiangwei Kong, and David Taubman
- Subjects
- Computer vision, Pattern recognition systems, Biometric identification, Computer graphics, Artificial intelligence, Application software
- Abstract
This three-volume set LNCS 10666, 10667, and 10668 constitutes the refereed conference proceedings of the 9th International Conference on Image and Graphics, ICIG 2017, held in Shanghai, China, in September 2017. The 172 full papers were selected from 370 submissions and focus on advances of theory, techniques and algorithms as well as innovative technologies of image, video and graphics processing and fostering innovation, entrepreneurship, and networking.
- Published
- 2017
50. Discrete Geometry for Computer Imagery : 20th IAPR International Conference, DGCI 2017, Vienna, Austria, September 19 – 21, 2017, Proceedings
- Author
-
Walter G. Kropatsch, Nicole M. Artner, Ines Janusch, Walter G. Kropatsch, Nicole M. Artner, and Ines Janusch
- Subjects
- Computer graphics, Computer vision, Pattern recognition systems, Computer science—Mathematics, Algorithms, Computer arithmetic and logic units
- Abstract
This book constitutes the thoroughly refereed proceedings of the 20th IAPR International Conference on Discrete Geometry for Computer Imagery, DGCI 2017, held in Vienna, Austria, in September 2017. The 28 revised full papers presented together with 3 invited talks were carefully selected from 36 submissions. The papers are organized in topical sections on geometric transforms; discrete tomography; discrete modeling and visualization; morphological analysis; discrete shape representation, recognition and analysis; discrete and combinatorial topology; discrete models and tools; models for discrete geometry.
- Published
- 2017
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