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Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, this title provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders.
Innovation in all aspects of mechanical engineering and management Computer Aided Production Engineering is a compilation of papers presented at the 17th International CAPE Conference in 2001. Featuring the work of leading innovators from academia and industry, this book explores the forefront of mechanical engineering technology and practices to provide insight for today and direction for tomorrow. Broad in scope yet rich in detail, these papers cover topics ranging from supply chain management, nontraditional processes, and quality control, to machining processes, concurrent design and engineering, rapid prototyping, virtual reality applications, and much more.
"A Computational Approach to Digital Chinese Painting and Calligraphy" is a technical book on computer science and its applications in the arts. It focuses on Oriental digital arts, in particular Chinese arts and painting, offering a multi-disciplinary treatment from the angles of computer graphics, interactive techniques, human-computer interaction, and artificial intelligence. The book also discusses the unique difficulties and challenges of using the computer to produce Oriental arts, including research results by the authors and their lessons and engineering experiences behind these efforts. Songhua Xu is a computer scientist of Zhejiang University and Yale University, as well as an honorary researcher of the University of Hong Kong. Francis C.M. Lau is Professor at the University of Hong Kong where he leads the Systems Research Group in the Department of Computer Science. Yunhe Pan is Professor of Computer Science at Zhejiang University as well as Deputy President of Chinese Academy of Engineering.
This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasi
This book constitutes the refereed proceedings of the 13th International Conference on Interactive Technologies and Sociotechnical Systems, VSMM 2006, held in Xi'an, China in October 2006. The 59 revised full papers presented together with one keynote paper were carefully reviewed and selected from more than 180 submissions.
The two-volume set LNCS 10273 and 10274 constitutes the refereed proceedings of the thematic track on Human Interface and the Management of Information, held as part of the 19th HCI International 2017, in Vancouver, BC, Canada, in July 2017. HCII 2017 received a total of 4340 submissions, of which 1228 papers were accepted for publication after a careful reviewing process. The 102 papers presented in these volumes were organized in topical sections as follows: Part I: Visualization Methods and Tools; Information and Interaction Design; Knowledge and Service Management; Multimodal and Embodied Interaction. Part II: Information and Learning; Information in Virtual and Augmented Reality; Recommender and Decision Support Systems; Intelligent Systems; Supporting Collaboration and User Communities; Case Studies.
Tells the story of the men and woman of Air Education and Training Command (AETC) who rushed to the aid of their wingmen at Kessler Air Force Base and to their countrymen in need.
Graphics Interface is the Canadian annual conference devoted to computer graphics, interactive systems, and human-computer interaction. It is the oldest regularly-scheduled computer graphics and human-computer interaction conference. This volume contains the papers from Graphics Interface 2005, which took place May 9-11 in Victoria, British Columbia. Topics include: * Two Hands are Better than One * Interacting with Walls and Tables * Animation * Rendering * Shadows * Sensing Interaction * Privacy and Security * Geometric Modeling * Hand/Eye Interaction * Image-Based Editing and Image-Based Animation
Automatic style characterization is the process of measuring, extracting, and analysing different formal elements. Brushstroke technique, in conjunction with other formal elements such as colour and texture, play a vital role in defining an artistic style. This thesis explores the stroke-based style analysis of the paintings of Vincent van Gogh, who is well-known for his use of wide and repetitive brushstrokes. Novel brushstroke extraction techniques are used to segment and analyse Van Gogh’s brushstrokes. The extracted features can then be compiled into a feature set which represents the quantified brushstrokes’ properties and tested using several classification based tests. The most contributing factor for detecting visible brushstroke is the brushstroke’s texture, due to the fact that the texture-based segmentation methods give more satisfactory results in extracting visible brushstrokes with their average classification accuracy and F-measure being 98.30% and 0.973 respectively.