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This book constitutes the refereed proceedings of the 8th International Symposium on Smart Graphics, SG 2007, held in Kyoto, Japan in June 2007 jointly with the Visual Computing / Graphics and CAD symposium, which takes place in Osaka, Japan. It covers interaction, lifelike characters and affective computing, knowledge-based graphics generation and interaction, and visualization and graphics algorithms.
The two volume sets LNCS 8033 and 8034 constitutes the refereed proceedings of the 9th International Symposium on Visual Computing, ISVC 2013, held in Rethymnon, Crete, Greece, in July 2013. The 63 revised full papers and 35 poster papers presented together with 32 special track papers were carefully reviewed and selected from more than 220 submissions. The papers are organized in topical sections: Part I (LNCS 8033) comprises computational bioimaging; computer graphics; motion, tracking and recognition; segmentation; visualization; 3D mapping, modeling and surface reconstruction; feature extraction, matching and recognition; sparse methods for computer vision, graphics and medical imaging; face processing and recognition. Part II (LNCS 8034) comprises topics such as visualization; visual computing with multimodal data streams; visual computing in digital cultural heritage; intelligent environments: algorithms and applications; applications; virtual reality.
This book presents a collection of state of the art research on GPU Computing and Application. The major part of this book is selected from the work presented at the 2013 Symposium on GPU Computing and Applications held in Nanyang Technological University, Singapore (Oct 9, 2013). Three major domains of GPU application are covered in the book including (1) Engineering design and simulation; (2) Biomedical Sciences; and (3) Interactive & Digital Media. The book also addresses the fundamental issues in GPU computing with a focus on big data processing. Researchers and developers in GPU Computing and Applications will benefit from this book. Training professionals and educators can also benefit from this book to learn the possible application of GPU technology in various areas.
Containing over 300 entries in an A-Z format, the Encyclopedia of Parallel Computing provides easy, intuitive access to relevant information for professionals and researchers seeking access to any aspect within the broad field of parallel computing. Topics for this comprehensive reference were selected, written, and peer-reviewed by an international pool of distinguished researchers in the field. The Encyclopedia is broad in scope, covering machine organization, programming languages, algorithms, and applications. Within each area, concepts, designs, and specific implementations are presented. The highly-structured essays in this work comprise synonyms, a definition and discussion of the top...
This book constitutes the refereed proceedings of the 7th International Workshop on Machine Learning in Medical Imaging, MLMI 2016, held in conjunction with MICCAI 2016, in Athens, Greece, in October 2016. The 38 full papers presented in this volume were carefully reviewed and selected from 60 submissions. The main aim of this workshop is to help advance scientific research within the broad field of machine learning in medical imaging. The workshop focuses on major trends and challenges in this area, and presents works aimed to identify new cutting-edge techniques and their use in medical imaging.
This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.
"This book provides research related to the concept of virtual reality and developing business models using this concept"--Provided by publisher.
This book constitutes the refereed proceedings of the 5th Mexican International Conference on Artificial Intelligence, MICAI 2006, held in Apizaco, Mexico in November 2006. It contains over 120 papers that address such topics as knowledge representation and reasoning, machine learning and feature selection, knowledge discovery, computer vision, image processing and image retrieval, robotics, as well as bioinformatics and medical applications.
This book contains an edited version of the lectures and selected contributions presented during the Advanced Summer Institute (ASI) on "Product Engineering: Tools and Methods based on Virtual Reality" held at Chania (Greece), 30th May - 6th June 2007. The ASI was devoted to the Product Engineering field, with particular attention being given to the aspects related to Virtual Reality (VR) technologies, and their use and added value in engineering.
This book constitutes the proceedings of the 6th International Conference on Articulated Motion and Deformable Objects, held in Port d'Andratx, Mallorca, Spain, in July 2010.