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Finite Element Method Simulation of 3D Deformable Solids
  • Language: en
  • Pages: 71

Finite Element Method Simulation of 3D Deformable Solids

This book serves as a practical guide to simulation of 3D deformable solids using the Finite Element Method (FEM). It reviews a number of topics related to the theory and implementation of FEM approaches: measures of deformation, constitutive laws of nonlinear materials, tetrahedral discretizations, and model reduction techniques for real-time simulation. Simulations of deformable solids are important in many applications in computer graphics, including film special effects, computer games, and virtual surgery. The Finite Element Method has become a popular tool in many such applications. Variants of FEM catering to both offline and real-time simulation have had a mature presence in computer...

Virtual Reality and Augmented Reality
  • Language: en
  • Pages: 205

Virtual Reality and Augmented Reality

  • Type: Book
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  • Published: 2017-12-06
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  • Publisher: Springer

This book constitutes the refereed proceedings of the 14th International Conference on Virtual Reality and Augmented Reality, EuroVR 2017, held in Laval, France, in December 2017. The 10 full papers and 2 short papers presented were carefully reviewed and selected from 36 submissions. The papers are organized in four topical sections: interaction models and user studies, visual and haptic real-time rendering, perception and cognition, and rehabilitation and safety.

Haptic Rendering
  • Language: en
  • Pages: 623

Haptic Rendering

  • Type: Book
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  • Published: 2008-07-25
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  • Publisher: CRC Press

For a long time, human beings have dreamed of a virtual world where it is possible to interact with synthetic entities as if they were real. It has been shown that the ability to touch virtual objects increases the sense of presence in virtual environments. This book provides an authoritative overview of state-of-theart haptic rendering algorithms

Finite Element Method Simulation of 3D Deformable Solids
  • Language: en
  • Pages: 57

Finite Element Method Simulation of 3D Deformable Solids

This book serves as a practical guide to simulation of 3D deformable solids using the Finite Element Method (FEM). It reviews a number of topics related to the theory and implementation of FEM approaches: measures of deformation, constitutive laws of nonlinear materials, tetrahedral discretizations, and model reduction techniques for real-time simulation. Simulations of deformable solids are important in many applications in computer graphics, including film special effects, computer games, and virtual surgery. The Finite Element Method has become a popular tool in many such applications. Variants of FEM catering to both offline and real-time simulation have had a mature presence in computer...

Graphical Simulation of Deformable Models
  • Language: en
  • Pages: 107

Graphical Simulation of Deformable Models

  • Type: Book
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  • Published: 2016-12-20
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  • Publisher: Springer

This book covers dynamic simulation of deformable objects, which is one of the most challenging tasks in computer graphics and visualization. It focuses on the simulation of deformable models with anisotropic materials, one of the less common approaches in the existing research. Both physically-based and geometrically-based approaches are examined. The authors start with transversely isotropic materials for the simulation of deformable objects with fibrous structures. Next, they introduce a fiber-field incorporated corotational finite element model (CLFEM) that works directly with a constitutive model of transversely isotropic material. A smooth fiber-field is used to establish the local fra...

GPU Ray Tracing in Non-Euclidean Spaces
  • Language: en
  • Pages: 112

GPU Ray Tracing in Non-Euclidean Spaces

This book explores the visualization of three-dimensional non-Euclidean spaces using ray-tracing techniques in Graphics Processing Unit (GPU). This is a trending topic in mathematical visualization that combines the mathematics areas of geometry and topology, with visualization concepts of computer graphics. Several conditions made this a special moment for such topic. On one hand, the development of mathematical research, computer graphics, and algorithms have provided the necessary theoretical framework. On the other hand, the evolution of the technologies and media allows us to be immersed in three-dimensional spaces using Virtual Reality. The content of this book serves both experts in the areas and students. Although this is a short book, it is self-contained since it considers all the ideas, motivations, references, and intuitive explanations of the required fundamental concepts.

Stochastic Partial Differential Equations for Computer Vision with Uncertain Data
  • Language: en
  • Pages: 150

Stochastic Partial Differential Equations for Computer Vision with Uncertain Data

In image processing and computer vision applications such as medical or scientific image data analysis, as well as in industrial scenarios, images are used as input measurement data. It is good scientific practice that proper measurements must be equipped with error and uncertainty estimates. For many applications, not only the measured values but also their errors and uncertainties, should be—and more and more frequently are—taken into account for further processing. This error and uncertainty propagation must be done for every processing step such that the final result comes with a reliable precision estimate. The goal of this book is to introduce the reader to the recent advances from...

Advances in Computer Graphics
  • Language: en
  • Pages: 788

Advances in Computer Graphics

  • Type: Book
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  • Published: 2006-09-29
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  • Publisher: Springer

This is the refereed proceedings of the 24th Computer Graphics International Conference, CGI 2006. The 38 revised full papers and 37 revised short papers presented were carefully reviewed. The papers are organized in topical sections on rendering and texture, efficient modeling and deformation, digital geometry processing, shape matching and shape analysis, face, virtual reality, motion and image, as well as CAGD.

Design, Representations, and Processing for Additive Manufacturing
  • Language: en
  • Pages: 136

Design, Representations, and Processing for Additive Manufacturing

The wide diffusion of 3D printing technologies continuously calls for effective solutions for designing and fabricating objects of increasing complexity. The so called "computational fabrication" pipeline comprises all the steps necessary to turn a design idea into a physical object, and this book describes the most recent advancements in the two fundamental phases along this pipeline: design and process planning. We examine recent systems in the computer graphics community that allow us to take a design idea from conception to a digital model, and classify algorithms that are necessary to turn such a digital model into an appropriate sequence of machining instructions.

Geometric and Discrete Path Planning for Interactive Virtual Worlds
  • Language: en
  • Pages: 181

Geometric and Discrete Path Planning for Interactive Virtual Worlds

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.