Author: Sung-eui Yoon
Publisher: Springer Nature
ISBN: 3031795318
Category : Mathematics
Languages : en
Pages : 112
Book Description
Interactive display and visualization of large geometric and textured models is becoming a fundamental capability. There are numerous application areas, including games, movies, CAD, virtual prototyping, and scientific visualization. One of observations about geometric models used in interactive applications is that their model complexity continues to increase because of fundamental advances in 3D modeling, simulation, and data capture technologies. As computing power increases, users take advantage of the algorithmic advances and generate even more complex models and data sets. Therefore, there are many cases where we are required to visualize massive models that consist of hundreds of millions of triangles and, even, billions of triangles. However, interactive visualization and handling of such massive models still remains a challenge in computer graphics and visualization. In this monograph we discuss various techniques that enable interactive visualization of massive models. These techniques include visibility computation, simplification, levels-of-detail, and cache-coherent data management.We believe that the combinations of these techniques can make it possible to interactively visualize massive models in commodity hardware. Table of Contents: Introduction / Visibility / Simplification and Levels of Detail / Alternative Representations / Cache-Coherent Data Management / Conclusions / Bibliography
Real-Time Massive Model Rendering
Author: Sung-eui Yoon
Publisher: Springer Nature
ISBN: 3031795318
Category : Mathematics
Languages : en
Pages : 112
Book Description
Interactive display and visualization of large geometric and textured models is becoming a fundamental capability. There are numerous application areas, including games, movies, CAD, virtual prototyping, and scientific visualization. One of observations about geometric models used in interactive applications is that their model complexity continues to increase because of fundamental advances in 3D modeling, simulation, and data capture technologies. As computing power increases, users take advantage of the algorithmic advances and generate even more complex models and data sets. Therefore, there are many cases where we are required to visualize massive models that consist of hundreds of millions of triangles and, even, billions of triangles. However, interactive visualization and handling of such massive models still remains a challenge in computer graphics and visualization. In this monograph we discuss various techniques that enable interactive visualization of massive models. These techniques include visibility computation, simplification, levels-of-detail, and cache-coherent data management.We believe that the combinations of these techniques can make it possible to interactively visualize massive models in commodity hardware. Table of Contents: Introduction / Visibility / Simplification and Levels of Detail / Alternative Representations / Cache-Coherent Data Management / Conclusions / Bibliography
Publisher: Springer Nature
ISBN: 3031795318
Category : Mathematics
Languages : en
Pages : 112
Book Description
Interactive display and visualization of large geometric and textured models is becoming a fundamental capability. There are numerous application areas, including games, movies, CAD, virtual prototyping, and scientific visualization. One of observations about geometric models used in interactive applications is that their model complexity continues to increase because of fundamental advances in 3D modeling, simulation, and data capture technologies. As computing power increases, users take advantage of the algorithmic advances and generate even more complex models and data sets. Therefore, there are many cases where we are required to visualize massive models that consist of hundreds of millions of triangles and, even, billions of triangles. However, interactive visualization and handling of such massive models still remains a challenge in computer graphics and visualization. In this monograph we discuss various techniques that enable interactive visualization of massive models. These techniques include visibility computation, simplification, levels-of-detail, and cache-coherent data management.We believe that the combinations of these techniques can make it possible to interactively visualize massive models in commodity hardware. Table of Contents: Introduction / Visibility / Simplification and Levels of Detail / Alternative Representations / Cache-Coherent Data Management / Conclusions / Bibliography
Real-Time Rendering
Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Real-time Massive Model Rendering
Author: Sung-Eui Yoon
Publisher: Morgan & Claypool Publishers
ISBN: 1598297929
Category : Computers
Languages : en
Pages : 123
Book Description
"Interactive display and visualization of large geometric and textured models is becoming a fundamental capability. There are numerous application areas, including games, movies, CAD, virtual prototyping, and scientific visualization. One of observations about geometric models used in interactive applications is that their model complexity continues to increase because of fundamental advances in 3D modeling, simulation, and data capture technologies." "As computing power increases, users take advantage of the algorithmic advances and generate even more complex models and data sets. Therefore, there are many cases where we are required to visualize massive models that consist of hundreds of millions of triangles and, even, billions of triangles. However, interactive visualization and handling of such massive models still remains a challenge in computer graphics and visualization. In this monograph we discuss various techniques that enable interactive visualization of massive models." "These techniques include visibility computation, simplification, levels-of-detail, and cache-coherent data management. We believe that the combinations of these techniques can make it possible to interactively visualize massive models in commodity hardware."--BOOK JACKET.
Publisher: Morgan & Claypool Publishers
ISBN: 1598297929
Category : Computers
Languages : en
Pages : 123
Book Description
"Interactive display and visualization of large geometric and textured models is becoming a fundamental capability. There are numerous application areas, including games, movies, CAD, virtual prototyping, and scientific visualization. One of observations about geometric models used in interactive applications is that their model complexity continues to increase because of fundamental advances in 3D modeling, simulation, and data capture technologies." "As computing power increases, users take advantage of the algorithmic advances and generate even more complex models and data sets. Therefore, there are many cases where we are required to visualize massive models that consist of hundreds of millions of triangles and, even, billions of triangles. However, interactive visualization and handling of such massive models still remains a challenge in computer graphics and visualization. In this monograph we discuss various techniques that enable interactive visualization of massive models." "These techniques include visibility computation, simplification, levels-of-detail, and cache-coherent data management. We believe that the combinations of these techniques can make it possible to interactively visualize massive models in commodity hardware."--BOOK JACKET.
Real-Time Graphics Rendering Engine
Author: Hujun Bao
Publisher: Springer Science & Business Media
ISBN: 3642183425
Category : Computers
Languages : en
Pages : 309
Book Description
"Real-Time Graphics Rendering Engine" reveals the software architecture of the modern real-time 3D graphics rendering engine and the relevant technologies based on the authors’ experience developing this high-performance, real-time system. The relevant knowledge about real-time graphics rendering such as the rendering pipeline, the visual appearance and shading and lighting models are also introduced. This book is intended to offer well-founded guidance for researchers and developers who are interested in building their own rendering engines. Hujun Bao is a professor at the State Key Lab of Computer Aided Design and Computer Graphics, Zhejiang University, China. Dr. Wei Hua is an associate professor at the same institute.
Publisher: Springer Science & Business Media
ISBN: 3642183425
Category : Computers
Languages : en
Pages : 309
Book Description
"Real-Time Graphics Rendering Engine" reveals the software architecture of the modern real-time 3D graphics rendering engine and the relevant technologies based on the authors’ experience developing this high-performance, real-time system. The relevant knowledge about real-time graphics rendering such as the rendering pipeline, the visual appearance and shading and lighting models are also introduced. This book is intended to offer well-founded guidance for researchers and developers who are interested in building their own rendering engines. Hujun Bao is a professor at the State Key Lab of Computer Aided Design and Computer Graphics, Zhejiang University, China. Dr. Wei Hua is an associate professor at the same institute.
Real-Time Rendering, Fourth Edition
Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1351816152
Category : Computers
Languages : en
Pages : 1199
Book Description
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.
Publisher: CRC Press
ISBN: 1351816152
Category : Computers
Languages : en
Pages : 1199
Book Description
Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.
Image-Based Rendering
Author: Heung-Yeung Shum
Publisher: Springer Science & Business Media
ISBN: 0387326685
Category : Computers
Languages : en
Pages : 425
Book Description
Focusing exclusively on Image-Based Rendering (IBR) this book examines the theory, practice, and applications associated with image-based rendering and modeling. Topics covered vary from IBR basic concepts and representations on the theory side to signal processing and data compression on the practical side. One of the only titles devoted exclusively to IBR this book is intended for researchers, professionals, and general readers interested in the topics of computer graphics, computer vision, image process, and video processing. With this book advanced-level students in EECS studying related disciplines will be able to seriously expand their knowledge about image-based rendering.
Publisher: Springer Science & Business Media
ISBN: 0387326685
Category : Computers
Languages : en
Pages : 425
Book Description
Focusing exclusively on Image-Based Rendering (IBR) this book examines the theory, practice, and applications associated with image-based rendering and modeling. Topics covered vary from IBR basic concepts and representations on the theory side to signal processing and data compression on the practical side. One of the only titles devoted exclusively to IBR this book is intended for researchers, professionals, and general readers interested in the topics of computer graphics, computer vision, image process, and video processing. With this book advanced-level students in EECS studying related disciplines will be able to seriously expand their knowledge about image-based rendering.
Real-time Rendering Tricks and Techniques in DirectX
Author: Kelly Dempski
Publisher: Cengage Learning Ptr
ISBN: 9781931841276
Category : Computers
Languages : en
Pages : 821
Book Description
Providing explanations on how to implement commonly asked for features using the DirectX 8 API, this text should be of interest to both graphic designers and games programmers.
Publisher: Cengage Learning Ptr
ISBN: 9781931841276
Category : Computers
Languages : en
Pages : 821
Book Description
Providing explanations on how to implement commonly asked for features using the DirectX 8 API, this text should be of interest to both graphic designers and games programmers.
Theory, Methodology, Tools and Applications for Modeling and Simulation of Complex Systems
Author: Lin Zhang
Publisher: Springer
ISBN: 9811026726
Category : Computers
Languages : en
Pages : 580
Book Description
This four-volume set (CCIS 643, 644, 645, 646) constitutes the refereed proceedings of the 16th Asia Simulation Conference and the First Autumn Simulation Multi-Conference, AsiaSim / SCS AutumnSim 2016, held in Beijing, China, in October 2016. The 265 revised full papers presented were carefully reviewed and selected from 651 submissions. The papers in this fourth volume of the set are organized in topical sections on Modeling and Simulation Applications; Simulation Software; Social Simulations; Verification, Validation and Accreditation.
Publisher: Springer
ISBN: 9811026726
Category : Computers
Languages : en
Pages : 580
Book Description
This four-volume set (CCIS 643, 644, 645, 646) constitutes the refereed proceedings of the 16th Asia Simulation Conference and the First Autumn Simulation Multi-Conference, AsiaSim / SCS AutumnSim 2016, held in Beijing, China, in October 2016. The 265 revised full papers presented were carefully reviewed and selected from 651 submissions. The papers in this fourth volume of the set are organized in topical sections on Modeling and Simulation Applications; Simulation Software; Social Simulations; Verification, Validation and Accreditation.
Motion in Games
Author: Jan Allbeck
Publisher: Springer Science & Business Media
ISBN: 3642250890
Category : Computers
Languages : en
Pages : 471
Book Description
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.
Publisher: Springer Science & Business Media
ISBN: 3642250890
Category : Computers
Languages : en
Pages : 471
Book Description
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.
Virtual Crowds
Author: Nuria Palechano
Publisher: Springer Nature
ISBN: 3031792424
Category : Mathematics
Languages : en
Pages : 176
Book Description
There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for building evacuation. Other applications include simulations of scenarios where masses of people gather, flow, and disperse, such as transportation centers, sporting events, and concerts. Most crowd simulations include only basic locomotive behaviors possibly coupled with a few stochastic actions. Our goal in this survey is to establish a baseline of techniques and requirements for simulating large-scale virtual human populations. Sometimes, these populations might be mutually engaged in a common activity such as evacuation from a building or area; other times they may be going about their individual and personal agenda of work, play, leisure, travel, or spectator. Computational methods to model one set of requirements may not mesh well with good approaches to another. By including both crowd and individual goals and constraints into a comprehensive computational model, we expect to simulate the visual texture and contextual behaviors of groups of seemingly sentient beings. Table of Contents: Introduction / Crowd Simulation Methodology Survey / Individual Differences in Crowds / Framework (HiDAC + MACES + CAROSA) / HiDAC: Local Motion / MACES: Wayfinding with Communication and Roles / CAROSA: Functional Crowds / Initializing a Scenario / Evaluating Crowds
Publisher: Springer Nature
ISBN: 3031792424
Category : Mathematics
Languages : en
Pages : 176
Book Description
There are many applications of computer animation and simulation where it is necessary to model virtual crowds of autonomous agents. Some of these applications include site planning, education, entertainment, training, and human factors analysis for building evacuation. Other applications include simulations of scenarios where masses of people gather, flow, and disperse, such as transportation centers, sporting events, and concerts. Most crowd simulations include only basic locomotive behaviors possibly coupled with a few stochastic actions. Our goal in this survey is to establish a baseline of techniques and requirements for simulating large-scale virtual human populations. Sometimes, these populations might be mutually engaged in a common activity such as evacuation from a building or area; other times they may be going about their individual and personal agenda of work, play, leisure, travel, or spectator. Computational methods to model one set of requirements may not mesh well with good approaches to another. By including both crowd and individual goals and constraints into a comprehensive computational model, we expect to simulate the visual texture and contextual behaviors of groups of seemingly sentient beings. Table of Contents: Introduction / Crowd Simulation Methodology Survey / Individual Differences in Crowds / Framework (HiDAC + MACES + CAROSA) / HiDAC: Local Motion / MACES: Wayfinding with Communication and Roles / CAROSA: Functional Crowds / Initializing a Scenario / Evaluating Crowds