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Acm Siggraph Symposium On Interactive 3d Graphics And Games 2011
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Book Synopsis Real-Time Shadows by : Elmar Eisemann
Download or read book Real-Time Shadows written by Elmar Eisemann and published by CRC Press. This book was released on 2016-04-19 with total page 399 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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
Book Synopsis Simulating Heterogeneous Crowds with Interactive Behaviors by : Nuria Pelechano
Download or read book Simulating Heterogeneous Crowds with Interactive Behaviors written by Nuria Pelechano and published by CRC Press. This book was released on 2016-10-26 with total page 299 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides crowd simulation methodology to populate virtual environments, for video games or any kind of applications that requires believable multi-agent behavior Presents the latest contributions on crowd simulation, animation, planning, rendering and evaluation with detailed algorithms for implementation purposes Includes perspectives of both academic researchers and industrial practitioners with reference to open source solutions and commercial applications, where appropriate
Book Synopsis Motion in Games by : Marcelo Kallmann
Download or read book Motion in Games written by Marcelo Kallmann and published by Springer. This book was released on 2012-11-10 with total page 394 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 5th International Workshop on Motion in Games, held in Rennes, France, in November 2012. The 23 revised full papers presented together with 9 posters and 5 extended abstracts were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on planning, interaction, physics, perception, behavior, virtual humans, locomotion, and motion capture.
Book Synopsis Articulated Motion and Deformable Objects by : Francisco José Perales
Download or read book Articulated Motion and Deformable Objects written by Francisco José Perales and published by Springer. This book was released on 2016-07-06 with total page 229 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 9th International Conference on Articulated Motion and Deformable Objects, AMDO 2016, held in Palma de Mallorca, Spain, in July 2016.The 20 papers presented were carefully reviewed and selected from 34 submissions. The conference dealt with the following topics: advanced computer graphics and immersive videogames; human modeling and animation; human motion analysis and tracking; 3D human reconstruction and recognition; multimodal user interaction and applications; ubiquitous and social computing; design tools; input technology; programming user interfaces; 3D medical deformable models and visualization; deep learning methods for computer vision and graphics; multibiometric.
Book Synopsis Computer-Human Interaction. Cognitive Effects of Spatial Interaction, Learning, and Ability by : Theodor Wyeld
Download or read book Computer-Human Interaction. Cognitive Effects of Spatial Interaction, Learning, and Ability written by Theodor Wyeld and published by Springer. This book was released on 2015-04-13 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the thoroughly refereed post-conference proceedings of the 25th Australian Conference on Computer-Human Interaction, OzCHI 2013, held in Adelaide, SA, Australia, in November 2013. The 11 revised extended papers were carefully reviewed and selected from 192 submissions and cover topics on multi-dimensional interaction; video gaming; spatial learning; and physical spatial interaction.
Book Synopsis Geometric and Discrete Path Planning for Interactive Virtual Worlds by : Marcelo Kallmann
Download or read book Geometric and Discrete Path Planning for Interactive Virtual Worlds written by Marcelo Kallmann and published by Morgan & Claypool Publishers. This book was released on 2016-01-28 with total page 203 pages. Available in PDF, EPUB and Kindle. Book excerpt: Path planning and navigation are indispensable components for controlling autonomous agents in interactive virtual worlds. Given the growing demands on the size and complexity of modern virtual worlds, a number of new techniques have been developed for achieving intelligent navigation for the next generation of interactive multi-agent simulations. This book reviews the evolution of several related techniques, starting from classical planning and computational geometry techniques and then gradually moving toward more advanced topics with focus on recent developments from the work of the authors. The covered topics range from discrete search and geometric representations to planning under different types of constraints and harnessing the power of graphics hardware in order to address Euclidean shortest paths and discrete search for multiple agents under limited time budgets. The use of planning algorithms beyond path planning is also discussed in the areas of crowd animation and whole-body motion planning for virtual characters.
Book Synopsis DHM and Posturography by : Sofia Scataglini
Download or read book DHM and Posturography written by Sofia Scataglini and published by Academic Press. This book was released on 2019-08-22 with total page 862 pages. Available in PDF, EPUB and Kindle. Book excerpt: DHM and Posturography explores the body of knowledge and state-of-the-art in digital human modeling, along with its application in ergonomics and posturography. The book provides an industry first introductory and practitioner focused overview of human simulation tools, with detailed chapters describing elements of posture, postural interactions, and fields of application. Thus, DHM tools and a specific scientific/practical problem – the study of posture – are linked in a coherent framework. In addition, sections show how DHM interfaces with the most common physical devices for posture analysis. Case studies provide the applied knowledge necessary for practitioners to make informed decisions. Digital Human Modelling is the science of representing humans with their physical properties, characteristics and behaviors in computerized, virtual models. These models can be used standalone, or integrated with other computerized object design systems, to design or study designs, workplaces or products in their relationship with humans. - Presents an introductory, up-to-date overview and introduction to all industrially relevant DHM systems that will enable users on trialing, procurement decisions and initial applications - Includes user-level examples and case studies of DHM application in various industrial fields - Provides a structured and posturography focused compendium that is easy to access, read and understand
Download or read book GPU PRO 3 written by Wolfgang Engel and published by CRC Press. This book was released on 2012-02-21 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU. Sample programs and source code are available for download on the book's CRC Press web page.
Book Synopsis Handbook of Digital Games by : Marios C. Angelides
Download or read book Handbook of Digital Games written by Marios C. Angelides and published by John Wiley & Sons. This book was released on 2014-02-19 with total page 611 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those who are considering entering into this rapidly growing industry. Many books have been published that sufficiently describe popular topics in digital games; however, until now there has not been a comprehensive book that draws the traditional and emerging facets of gaming together across multiple disciplines within a single volume.
Book Synopsis Comptes Rendus - Interface Graphique by :
Download or read book Comptes Rendus - Interface Graphique written by and published by . This book was released on 2013 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis ArtsIT, Interactivity and Game Creation by : Matthias Wölfel
Download or read book ArtsIT, Interactivity and Game Creation written by Matthias Wölfel and published by Springer Nature. This book was released on 2022-02-09 with total page 476 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed post-conference proceedings of the 10th EAI International Conference on ArtsIT, Interactivity and Game Creation, ArtsIT 2021 which was held in December 2021. Due to COVID-19 pandemic the conference was held virtually. The 31 revised full papers presented were carefully selected from 57 submissions. The papers are thematically arranged in the following sections: Media Arts and Virtual Reality; Games; Fusions; Collaboration, Inclusion and Participation; Artificial Intelligence in Art and Culture; Approaches and Applications.
Book Synopsis Virtual Reality Headsets - A Theoretical and Pragmatic Approach by : Philippe Fuchs
Download or read book Virtual Reality Headsets - A Theoretical and Pragmatic Approach written by Philippe Fuchs and published by CRC Press. This book was released on 2017-02-24 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: The purpose of virtual reality is to make possible a sensorimotor and cognitive activity for a user in a digitally created artificial world. Recent advances in computer technology have led to a new generation of VR devices such as VR headsets. Accordingly, virtual reality poses many new scientific challenges for researchers and professionals. The aim of this book, a manual meant for both designers and users of virtual reality, is to present the current state of knowledge on the use of VR headsets in the most complete way possible. The book is divided into 13 chapters. The objective of the first chapter is to give an introduction to VR and clarify its scope. The next chapter presents a theoretical approach to virtual reality through our Immersion and Interaction methodology also known as "3I2 model’’. Then, a chapter about human senses is necessary to understand the sensorimotor immersion, especially vision. These chapters are followed by several chapters which present the different visual interfaces and the VR headsets currently available on the market. These devices can impart comfort and health problems due to sensorimotor discrepancies. A chapter is devoted to these problems, followed by a chapter that gives a detailed discussion of methods and 32 solutions to dispel, or at least to decrease, VR sickness. The following three chapters present different VR applications that use VR headsets (behavioural sciences, industrial uses and Digital Art) and the final chapter provides conclusions and discusses future VR challenges.
Book Synopsis Virtual, Augmented and Mixed Reality by : Randall Shumaker
Download or read book Virtual, Augmented and Mixed Reality written by Randall Shumaker and published by Springer. This book was released on 2015-07-20 with total page 553 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume constitutes the refereed proceedings of the 7th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCI 2015, held in Los Angeles, CA, USA, in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 54 papers included in this volume are organized in the following topical sections: user experience in virtual and augmented environments; developing virtual and augmented environments; agents and robots in virtual environments; VR for learning and training; VR in Health and Culture; industrial and military applications.
Book Synopsis Computer Graphics by : John F. Hughes
Download or read book Computer Graphics written by John F. Hughes and published by Pearson Education. This book was released on 2014 with total page 1266 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Graphics: Principles and Practice, Third Edition,remains the most authoritative introduction to the field. The first edition, the original “Foley and van Dam,” helped to define computer graphics and how it could be taught. The second edition became an even more comprehensive resource for practitioners and students alike. This third edition has been completely rewritten to provide detailed and up-to-date coverage of key concepts, algorithms, technologies, and applications. The authors explain the principles, as well as the mathematics, underlying computer graphics–knowledge that is essential for successful work both now and in the future. Early chapters show how to create 2D and 3D pictures right away, supporting experimentation. Later chapters, covering a broad range of topics, demonstrate more sophisticated approaches. Sections on current computer graphics practice show how to apply given principles in common situations, such as how to approximate an ideal solution on available hardware, or how to represent a data structure more efficiently. Topics are reinforced by exercises, programming problems, and hands-on projects. This revised edition features New coverage of the rendering equation, GPU architecture considerations, and importance- sampling in physically based rendering An emphasis on modern approaches, as in a new chapter on probability theory for use in Monte-Carlo rendering Implementations of GPU shaders, software rendering, and graphics-intensive 3D interfaces 3D real-time graphics platforms–their design goals and trade-offs–including new mobile and browser platforms Programming and debugging approaches unique to graphics development The text and hundreds of figures are presented in full color throughout the book. Programs are written in C++, C#, WPF, or pseudocode–whichever language is most effective for a given example. Source code and figures from the book, testbed programs, and additional content will be available from the authors' website (cgpp.net) or the publisher's website (informit.com/title/9780321399526). Instructor resources will be available from the publisher. The wealth of information in this book makes it the essential resource for anyone working in or studying any aspect of computer graphics.
Book Synopsis Real-Time Rendering, Fourth Edition by : Tomas Akenine-Möller
Download or read book Real-Time Rendering, Fourth Edition written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2018-08-06 with total page 1199 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Simulating Crowds in Egress Scenarios by : Vinícius J. Cassol
Download or read book Simulating Crowds in Egress Scenarios written by Vinícius J. Cassol and published by Springer. This book was released on 2017-12-08 with total page 109 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book describes, from a computer science viewpoint the software, methods of simulating and analysing crowds with a particular focus on the effects of panic in emergency situations. The power of modern technology impacts on modern life in multiple ways every day. A variety of scientific models and computational tools have been developed to improve human safety and comfort in built environments. In particular, understanding pedestrian behaviours during egress situations is of considerable importance in such contexts. Moreover, some places are built for large numbers of people (such as train stations and airports and high volume special activities such as sporting events). Simulating Crowds in Egress Scenarios discusses the use of computational crowd simulation to reproduce and evaluate egress performance in specific scenarios. Several case studies are included, evaluating the work and different analyses, and comparisons of simulation data versus data obtained from real-life experiments are given.
Book Synopsis Intelligent Virtual Agents by : Timothy Bickmore
Download or read book Intelligent Virtual Agents written by Timothy Bickmore and published by Springer. This book was released on 2014-08-12 with total page 559 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 14th International Conference on Intelligent Virtual Agents, IVA 2014, held in Boston, MA, USA, in August 2014. The 14 full and 24 short papers presented were carefully reviewed and selected from 78 submissions. In addition, the volume includes 25 demo and poster papers which were on display during the conference. The papers cover many aspects of intelligent virtual agent theory and application with a special focus on their use in healthcare.