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Tiling theory is an elegant branch of mathematics that has applications in several areas of computer science. The most immediate application area is graphics, where tiling theory has been used in the contexts of texture generation, sampling theory, remeshing, and of course the generation of decorative patterns. The combination of a solid theoretical base (complete with tantalizing open problems), practical algorithmic techniques, and exciting applications make tiling theory a worthwhile area of study for practitioners and students in computer science. This synthesis lecture introduces the mathematical and algorithmic foundations of tiling theory to a computer graphics audience. The goal is primarily to introduce concepts and terminology, clear up common misconceptions, and state and apply important results. The book also describes some of the algorithms and data structures that allow several aspects of tiling theory to be used in practice. Table of Contents: Introduction / Tiling Basics / Symmetry / Tilings by Polygons / Isohedral Tilings / Nonperiodic and Aperiodic Tilings / Survey
This book gives a broad overview of research on sound simulation driven by a variety of applications. Vibrating objects produce sound, which then propagates through a medium such as air or water before finally being heard by a listener. As a crucial sensory channel, sound plays a vital role in many applications. There is a well-established research community in acoustics that has studied the problems related to sound simulation for six decades. Some of the earliest work was motivated by the design of concert halls, theaters, or lecture rooms with good acoustic characteristics. These problems also have been investigated in other applications, including noise control and sound design for urban...
This book is written for students, CAD system users and software developers who are interested in geometric continuity—a notion needed in everyday practice of Computer-Aided Design and also a hot subject of research. It contains a description of the classical geometric spline curves and a solid theoretical basis for various constructions of smooth surfaces. Textbooks on computer graphics usually cover the most basic and necessary information about spline curves and surfaces in order to explain simple algorithms. In textbooks on geometric design, one can find more details, more algorithms and more theory. This book teaches how various parts of the theory can be gathered together and turned ...
INSTICC organized the third edition of VISIGRAPP that took place in Funchal- Madeira, Portugal in January 2008 after successful previous editions. This book - cludes selected papers from VISIGRAPP 2008, the Joint Conference on Computer Vision Theory and Applications (VISAPP) and Computer Graphics Theory and - plications (GRAPP). The conference was intended to stimulate the exchange of ideas on the topics of c- puter vision and computer graphics. We received a high number of paper submissions: 374 in total for both conferences. We had contributions from more than 50 countries in all continents. This confirms the success and global dimension of these jointly organized conferences. After a rigo...
Eye tracking is a process that identifies a specific point in both space and time that is being looked at by the observer. This information can also be used in real-time to control applications using the eyes. Recent innovations in the video game industry include alternative input modalities to provide an enhanced, more immersive user experience. In particular, eye gaze control has recently been explored as an input modality in video games. This book is an introduction for those interested in using eye tracking to control or analyze video games and virtual environments. Key concepts are illustrated through three case studies in which gaze control and voice recognition have been used in combi...
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.
This book includes chapters related to the analysis of cultural differences as a tool to enrich tacit knowledge and make processes more efficient, the factors that influence job satisfaction and the value of social capital as a competitive strategy to achieve productivity and competitiveness of organizations, in addition to research of the utmost importance to discover the facets of the diamond with respect to the symbolic capital of the organizations where Generation Z will work and how it will discover the best time to establish an innovation ecosystem that will influence its work trajectory. Industry 4.0 requires a major paradigm shift, since human capital is a source of competitive advan...
As we increase our reliance on computer-generated information, often using it as part of our decision-making process, we must devise tools to assess the correctness of that information. Consider, for example, software embedded on vehicles, used for simulating aircraft performance, or used in medical imaging. In those cases, software correctness is of paramount importance as there's little room for error. Software verification is one of the tools available to attain such goals. Verification is a well known and widely studied subfield of computer science and computational science and the goal is to help us increase confidence in the software implementation by verifying that the software does w...
This book provides beginners in computer graphics and related fields a guide to the concepts, models, and technologies for realistic rendering of material appearance. It provides a complete and thorough overview of reflectance models and acquisition setups, along with providing a selection of the available tools to explore, visualize, and render the reflectance data. Reflectance models are under continuous development, since there is still no straightforward solution for general material representations. Every reflectance model is specific to a class of materials. Hence, each has strengths and weaknesses, which the book highlights in order to help the reader choose the most suitable model for any purpose. The overview of the acquisition setups will provide guidance to a reader who needs to acquire virtual materials and will help them to understand which measurement setup can be useful for a particular purpose, while taking into account the performance and the expected cost derived from the required components. The book also describes several recent open source software solutions, useful for visualizing and manipulating a wide variety of reflectance models and data.
This book constitutes the proceedings of the 4th International Workshop on Motion in Games, held in Edinburgh, UK, in November 2011. The 30 revised full papers presented together with 8 revised poster papers in this volume were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on character animation, motion synthesis, physically-based character motion, behavior animation, animation systems, crowd simulation, as well as path planning and navigation.