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The Visualization Handbook provides an overview of the field of visualization by presenting the basic concepts, providing a snapshot of current visualization software systems, and examining research topics that are advancing the field. This text is intended for a broad audience, including not only the visualization expert seeking advanced methods to solve a particular problem, but also the novice looking for general background information on visualization topics. The largest collection of state-of-the-art visualization research yet gathered in a single volume, this book includes articles by a "who's who of international scientific visualization researchers covering every aspect of the discip...
The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it's on to the methods themselves. Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. You'll learn to apply these techniques, and you'll also learn how to create your own. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms. - The first book on a major development in computer graphics by the pioneers in the field - Shows how 3D images can be manipulated as easily as 2D images are with Photoshop
The seven-volume set LNCS 12261, 12262, 12263, 12264, 12265, 12266, and 12267 constitutes the refereed proceedings of the 23rd International Conference on Medical Image Computing and Computer-Assisted Intervention, MICCAI 2020, held in Lima, Peru, in October 2020. The conference was held virtually due to the COVID-19 pandemic. The 542 revised full papers presented were carefully reviewed and selected from 1809 submissions in a double-blind review process. The papers are organized in the following topical sections: Part I: machine learning methodologies Part II: image reconstruction; prediction and diagnosis; cross-domain methods and reconstruction; domain adaptation; machine learning applica...
The complexity of graphics hardware is currently undergoing a major change with the introduction of geometry engines on relatively inexpensive single chip ASICs which now contain the complete graphics rendering pipeline in full custom hardware. While the highest performance in measured in frames per second is theultimate criteria for judging these chips, the focus is now starting to shift towards new features and different rendering techniques and pipelines. This dissertation introduces new hardware architectures for more realistic surface rendering of three dimensional objects and the rendering of volumetric datasets. Surface rendering is dealt with in the first part of the dissertation whe...
This book constitutes the thoroughly refereed post-proceedings of the 11th International Workshop on Theoretical Foundations of Computer Vision, held in Dagstuhl Castle, Germany in April 2002. The 27 revised full papers presented went through two rounds of reviewing and improvement and assess the state of the art in geometry, morphology, and computational imaging. The papers are organized in sections on geometry - models and algorithms; property measurement in the grid and on finite samples; features, shape, and morphology; and computer vision and scene analysis.
The eight-volume set LNCS 12901, 12902, 12903, 12904, 12905, 12906, 12907, and 12908 constitutes the refereed proceedings of the 24th International Conference on Medical Image Computing and Computer-Assisted Intervention, MICCAI 2021, held in Strasbourg, France, in September/October 2021.* The 531 revised full papers presented were carefully reviewed and selected from 1630 submissions in a double-blind review process. The papers are organized in the following topical sections: Part I: image segmentation Part II: machine learning - self-supervised learning; machine learning - semi-supervised learning; and machine learning - weakly supervised learning Part III: machine learning - advances in m...
A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusi...
Computer graphics is a vast field that is becoming larger every day. It is impossible to cover every topic of interest, even within a specialization such as CG rendering. For many years, Noriko Kurachi has reported on the latest developments for Japanese readers in her monthly column for CG World. Being something of a pioneer herself, she selected
Author Scott Murray teaches you the fundamental concepts and methods of D3, a JavaScript library that lets you express data visually in a web browser.
Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as comput