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Last few years have seen rapid acceptance of high-definition television (HDTV) technology around the world. This technology has been hugely successful in delivering more realistic television experience at home and accurate imaging for professional applications. Adoption of high definition continues to grow as consumers demand enhanced features and greater quality of content. Following this trend, natural evolution of visualisation technologies will be in the direction of fully realistic visual experience and highly precise imaging. However, using the content of even higher resolution and quality is not straightforward as such videos require significantly higher access bandwidth and more processing power. Therefore, methods for radical reduction of video bandwidth are crucial for realisation of high visual quality. Moreover, it is desirable to look into other ways of accessing visual content, solution to which lies in innovative schemes for content delivery and consumption. This book presents selected chapters covering technologies that will enable greater flexibility in video content representation and allow users to access content from any device and to interact with it.
As the speed, capabilities, and economic advantages of modern digital devices c- tinue to grow, the need for ef?cient information processing, especially in computer - sion and graphics, dramatically increases. Growth in these ?elds stimulated by eme- ing applications has been both in concepts and techniques. New ideas, concepts and techniques are developed, presented, discussed and evaluated, subsequently expanded or abandoned. Such processes take place in different forms in various ?elds of the c- puter science and technology. The objectives of the ICCVG are: presentation of current research topics and d- cussions leading to the integration of the community engaged in machine vision and computer graphics, carrying out and supporting research in the ?eld and ?nally pro- tion of new applications. The ICCVG is a continuation of the former International Conference on Computer Graphics and Image Processing called GKPO, held in Poland every second year in May since 1990, organized by the Institute of Computer Science of the Polish Academy of Sciences, Warsaw and chaired by the Editor of the International Journal of Machine Graphics and Vision, Prof. Wojciech S. Mokrzycki.
"Advances in computer technology and developments such as the Internet provide a constant momentum to design new techniques and algorithms to support computer graphics. Modelling, animation and rendering remain principal topics in the filed of computer graphics and continue to attract researchers around the world." This volume contains the papers presented at Computer Graphics International 2002, in July, at the University of Bradford, UK. These papers represent original research in computer graphics from around the world and cover areas such as: - Real-time computer animation - Image based rendering - Non photo-realistic rendering - Virtual reality - Avatars - Geometric and solid modelling - Computational geometry - Physically based modelling - Graphics hardware architecture - Data visualisation - Data compression The focus is on the commercial application and industrial use of computer graphics and digital media systems.
This book constitutes the refereed post-conference proceedings of 13 workshops held at the 34th International ISC High Performance 2019 Conference, in Frankfurt, Germany, in June 2019: HPC I/O in the Data Center (HPC-IODC), Workshop on Performance & Scalability of Storage Systems (WOPSSS), Workshop on Performance & Scalability of Storage Systems (WOPSSS), 13th Workshop on Virtualization in High-Performance Cloud Computing (VHPC '18), 3rd International Workshop on In Situ Visualization: Introduction and Applications, ExaComm: Fourth International Workshop on Communication Architectures for HPC, Big Data, Deep Learning and Clouds at Extreme Scale, International Workshop on OpenPOWER for HPC (I...
Modelling and Control in Biomedical Systems (including Biological Systems) was held in Reims, France, 20-22 August 2006. This Symposium was organised by the University of Reims Champagne Ardenne and the Société de l’Electricité, de l’Electronique et des TIC (SEE). The Symposium attracted practitioners in engineering, information technology, mathematics, medicine and biology, and other related disciplines, with authors from 24 countries. Besides the abstracts of the four plenary lectures, this volume contains the 92 papers that were presented by their authors at the Symposium. The papers included two invited keynote presentations given by internationally prominent and well-recognised r...
This book contains the written contributions to the International Symposium on th Medical Simulation (ISMS’04) held in Cambridge, Massachusetts, USA on June 17 th and June 18 , 2004. Manuscripts are organized around five thematic sections relating to the multidisciplinary field of Medical Simulation: Soft Tissue Properties and Modeling, Haptic Rendering, Real-Time Deformable Models, Anatomical Modeling, and Development Frameworks. The objectives of the symposium are to gather researchers to present their most recent, and promising work, to highlight research trends and foster dialogue and debates among participants. Live demonstrations are also included at the meeting, but cannot be includ...
This volume contains the research papers presented at the 12th Eurographics Workshop on Computer Animation and Simulation, Manchester, UK, September 2-3, 2001. The workshop is an international forum for research in computer-animation and simulation. This year, we choose to give a special focus on the modelling and animation of complex phenomena. This includes the modelling of virtual creature- from their body-parts to the control of their behavior, and the animation of natural phenomena such as water, smoke, fire and vegetation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 2 members of the international program committee and additional reviewers. Based on the reviews, 16 papers were accepted. We added to the final program an invited talk by Jos Stam. We wish to thank all reviewers for their time and effort in working within the rigid constraints of the tight schedule, thereby making it possible to publish this volume in time for the workshop. We also thank the authors for their contributions to the workshop, without whom this unique forum for animation and simulation work would not exist.
While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century. The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide the necessary elements for understanding the underlying computer-based science of these technologies....
The aim of this book is the study of signals and deterministic systems, linear, time-invariant, finite dimensions and causal. A set of useful tools is selected for the automatic and signal processing and methods of representation of dynamic linear systems are exposed, and analysis of their behavior. Finally we discuss the estimation, identification and synthesis of control laws for the purpose of stabilization and regulation. The study of signal characteristics and properties systems and knowledge of mathematical tools and treatment methods and analysis, are lately more and more importance and continue to evolve. The reason is that the current state of technology, particularly electronics and computing, enables the production of very advanced processing systems, effective and less expensive despite the complexity.
Wearable computing is indeed an exciting field with great potential to change the world. In fact this goes way beyond having a computer that one can wear. Wearable computing holds the promise of smoothing the differences in mental and physiological abilities of people for many day-to-day situations. ISWC 2003 explores the latest research from experts in the field who are now inventing the future of wearable computing.