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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.
I wish to welcome all of you to the International Symposium on High Perf- mance Computing 2000 (ISHPC 2000) in the megalopolis of Tokyo. After having two great successes with ISHPC’97 (Fukuoka, November 1997) and ISHPC’99 (Kyoto, May 1999), many people have requested that the symposium would be held in the capital of Japan and we have agreed. I am very pleased to serve as Conference Chair at a time when high p- formance computing (HPC) has a signi?cant in?uence on computer science and technology. In particular, HPC has had and will continue to have a signi?cant - pact on the advanced technologies of the “IT” revolution. The many conferences and symposiums that are held on the subject around the world are an indication of the importance of this area and the interest of the research community. One of the goals of this symposium is to provide a forum for the discussion of all aspects of HPC (from system architecture to real applications) in a more informal and personal fashion. Today we are delighted to have this symposium, which includes excellent invited talks, tutorials and workshops, as well as high quality technical papers.
This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. The 27 papers of this volume deal with virtual humans; graphics rendering and 3D animation; games and 2D animation; and digital media and its applications.
Welcome to the proceedings of GCC2004 and the city of Wuhan. Grid computing has become a mainstream research area in computer science and the GCC conference has become one of the premier forums for presentation of new and exciting research in all aspectsofgridandcooperativecomputing. Theprogramcommitteeispleasedtopresent the proceedings of the 3rd International Conference on Grid and Cooperative Comp- ing (GCC2004), which comprises a collection of excellent technical papers, posters, workshops, and keynote speeches. The papers accepted cover a wide range of exciting topics, including resource grid and service grid, information grid and knowledge grid, grid monitoring,managementand organizati...
This book constitutes the refereed proceedings of the First International Conference on E-learning and Games, Edutainment 2006, held in Hangzhou, China in April 2006. The 121 revised full papers and 52 short papers presented together with the abstracts of 3 invited papers and those of the keynote speeches cover a wide range of topics, including e-learning platforms and tools, learning resource management, practice and experience sharing, e-learning standards, and more.
This book constitutes the refereed proceedings of the 11th IMA International Conference on the Mathematics of Surfaces, held in Loughborough, UK in September 2005. The 28 revised full papers presented were carefully reviewed and selected from numerous submissions. Among the topics addressed are Voronoi diagrams, linear systems, curvatures on meshes, approximate parameterization, condition numbers, pythagorean hodographs, artifacts in B-spline surfaces, Bézier surfaces of minimal energy, line subdivision, subdivision surfaces, level sets and symmetry, the topology of algebraic surfaces, embedding graphs in manifolds, recovery of 3D shape from shading, finding optimal feedrates for machining, and improving of range data.
These volumes present together a total of 64 revised full papers and 128 revised posters papers. The papers are organized in topical sections on camera calibration, stereo and pose, texture, face recognition, variational methods, tracking, geometry and calibration, lighting and focus, in the first volume. The papers of the second volume cover topics as detection and applications, statistics and kernels, segmentation, geometry and statistics, signal processing, and video processing.
GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU. Sample programs and source code are available for download on the book's CRC Press web page.
This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes te