Heightmap

Heightmap PDF Author: Fouad Sabry
Publisher: One Billion Knowledgeable
ISBN:
Category : Computers
Languages : en
Pages : 100

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Book Description
What is Heightmap In computer graphics, a heightmap or heightfield is a raster image used mainly as Discrete Global Grid in secondary elevation modeling. Each pixel stores values, such as surface elevation data, for display in 3D computer graphics. A heightmap can be used in bump mapping to calculate where this 3D data would create shadow in a material, in displacement mapping to displace the actual geometric position of points over the textured surface, or for terrain where the heightmap is converted into a 3D mesh. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Heightmap Chapter 2: Digital elevation model Chapter 3: Texture mapping Chapter 4: Point cloud Chapter 5: Bump mapping Chapter 6: Voxel Chapter 7: Normal mapping Chapter 8: Ray casting Chapter 9: Terragen Chapter 10: Displacement mapping (II) Answering the public top questions about heightmap. (III) Real world examples for the usage of heightmap in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Heightmap.

Heightmap

Heightmap PDF Author: Fouad Sabry
Publisher: One Billion Knowledgeable
ISBN:
Category : Computers
Languages : en
Pages : 100

Get Book Here

Book Description
What is Heightmap In computer graphics, a heightmap or heightfield is a raster image used mainly as Discrete Global Grid in secondary elevation modeling. Each pixel stores values, such as surface elevation data, for display in 3D computer graphics. A heightmap can be used in bump mapping to calculate where this 3D data would create shadow in a material, in displacement mapping to displace the actual geometric position of points over the textured surface, or for terrain where the heightmap is converted into a 3D mesh. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Heightmap Chapter 2: Digital elevation model Chapter 3: Texture mapping Chapter 4: Point cloud Chapter 5: Bump mapping Chapter 6: Voxel Chapter 7: Normal mapping Chapter 8: Ray casting Chapter 9: Terragen Chapter 10: Displacement mapping (II) Answering the public top questions about heightmap. (III) Real world examples for the usage of heightmap in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Heightmap.

Pattern Recognition

Pattern Recognition PDF Author: Michael Goesele
Publisher: Springer
ISBN: 3642159869
Category : Computers
Languages : en
Pages : 591

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Book Description
On behalf of the organizing committee, we would like to welcome you to Da- nd stadt and DAGM 2010,the 32 Annual Symposium of the German Association for Pattern Recognition. The technical program covered all aspects of pattern recognition and, to name only a few areas, ranged from 3D reconstruction, to object recognition and medical applications. The result is re?ected in these proceedings, which contain the papers presented at DAGM 2010. Our call for papers resulted in 134 submissions from institutions in 21 countries. Each paper underwent a rigorous reviewing process and was assigned to at least three program committee m- bers for review. The reviewing phase was followed by a discussion phase among the respective program committee members in order to suggest papers for - ceptance. The ?nal decision was taken during a program committee meeting held in Darmstadt based on all reviews, the discussion results and, if necessary, additional reviewing. Based on this rigorous process we selected a total of 57 papers, corresponding to an acceptance rate of below 45%. Out of all accepted papers, 24 were chosen for oral and 33 for poster presentation. All accepted - pers have been published in these proceedings and given the same number of pages. We would like to thank all members of the program committee as well as the external reviewers for their valuable and highly appreciated contribution to the community.

Geographical Information Systems Theory, Applications and Management

Geographical Information Systems Theory, Applications and Management PDF Author: Lemonia Ragia
Publisher: Springer Nature
ISBN: 3030299481
Category : Computers
Languages : en
Pages : 149

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Book Description
This book constitutes the thoroughly refereed proceedings of the 4th International Conference on Geographical Information Systems Theory, Applications and Management, GISTAM 2018, held in Funchal, Madeira, Portugal, in March 2018. The 7 revised full papers presented were carefully reviewed and selected from 58 submissions. The papers are centered on urban and regional planning; water information systems; geospatial information and technologies; spatio-temporal database management; decision support systems; energy information systems; GPS and location detection.

Advanced Concepts for Intelligent Vision Systems

Advanced Concepts for Intelligent Vision Systems PDF Author: Jacques Blanc-Talon
Publisher: Springer
ISBN: 3319703536
Category : Computers
Languages : en
Pages : 772

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Book Description
This book constitutes the refereed proceedings of the 18th International Conference on Advanced Concepts for Intelligent Vision Systems, ACIVS 2017, held in Antwerp, Belgium, in September 2017. The 63 full papers presented in this volume were carefully selected from 134 submissions. They deal with human-computer interaction; classification and recognition; navigation, mapping, robotics, and transports; video processing and retrieval; security, forensics, surveillance; and image processing.

Game Development and Simulation with Unreal Technology

Game Development and Simulation with Unreal Technology PDF Author: Alireza Tavakkoli
Publisher: CRC Press
ISBN: 1498706258
Category : Computers
Languages : en
Pages : 734

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Book Description
Game Development and Simulation with Unreal Technology explores the use of Unreal Engine 4 (UE4) for the development of real-time digital interactive contents to be used in computerized games or simulations. The engine is considered in three main iterations: from the basic use of the engine to build games and simulation content out of the box, to i

Advances in Visual Computing

Advances in Visual Computing PDF Author: George Bebis
Publisher: Springer Nature
ISBN: 3030337200
Category : Computers
Languages : en
Pages : 718

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Book Description
This book constitutes the refereed proceedings of the 14th International Symposium on Visual Computing, ISVC 2019, held in Lake Tahoe, NV, USA in October 2019. The 100 papers presented in this double volume were carefully reviewed and selected from 163 submissions. The papers are organized into the following topical sections: Deep Learning I; Computer Graphics I; Segmentation/Recognition; Video Analysis and Event Recognition; Visualization; ST: Computational Vision, AI and Mathematical methods for Biomedical and Biological Image Analysis; Biometrics; Virtual Reality I; Applications I; ST: Vision for Remote Sensing and Infrastructure Inspection; Computer Graphics II; Applications II; Deep Learning II; Virtual Reality II; Object Recognition/Detection/Categorization; and Poster.

Game Development and Simulation with Unreal Technology, Second Edition

Game Development and Simulation with Unreal Technology, Second Edition PDF Author: Alireza Tavakkoli
Publisher: CRC Press
ISBN: 1351607650
Category : Computers
Languages : en
Pages : 798

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Book Description
Dr. Alireza Tavakkoli’s Game Development and Simulation with Unreal Technology covers the latest version of Unreal Technology. Since the 1990s Epic Games, Inc. has been leading the revolution of gaming graphics and Artificial Intelligence. Now, unreal technology is one of the most potent and prominent engines that is currently used in games. Its influence can be spotted in classic triple A titles like, Fortnite, Gears of War 2, Borderlands 2, and XCOM: Enemy Unknown. Tavakkoli goes into detail concerning the creation of game level designs, blueprint coding, shader programing, as well as artificial intelligence concepts to help readers in creating their own games. Game Development also includes a number of practice friendly extensions and concept modules to help solidify the reader’s understanding of concepts and techniques. The book is divided into three sections that act as building blocks in order to facilitate the comprehension of the material. Key Features: Provides beginner level through advanced concepts in blueprint programming with the Unreal Engine 4.18 Hundreds of small/mid-scale projects developed as concept examples throughout the book which can be utilized in more comprehensive entertaining interactive computer simulations and games Chapter exercises will take the readers’ understanding of Unreal Engine to the next level.

Unity Game Development in 24 Hours, Sams Teach Yourself

Unity Game Development in 24 Hours, Sams Teach Yourself PDF Author: Ben Tristem
Publisher: Sams Publishing
ISBN: 0134272137
Category : Computers
Languages : en
Pages : 692

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Book Description
In just 24 lessons of one hour or less, Sams Teach Yourself Unity Game Development in 24 Hours will help you master the Unity 5 game engine at the heart of Hearthstone: Heroes of Warcraft, Kerbal Space Program, and many other sizzling-hot games! This book’s straightforward, step-by-step approach teaches you everything from the absolute basics through sophisticated game physics, animation, and mobile device deployment techniques. Every lesson builds on what you’ve already learned, giving you a rock-solid foundation for real-world success. Step-by-step instructions carefully walk you through the most common Unity game development tasks. Practical, hands-on examples show you how to apply what you learn. Quizzes and exercises help you test your knowledge and stretch your skills. Notes and tips point out shortcuts and solutions.

HCI International 2021 - Late Breaking Papers: Cognition, Inclusion, Learning, and Culture

HCI International 2021 - Late Breaking Papers: Cognition, Inclusion, Learning, and Culture PDF Author: Constantine Stephanidis
Publisher: Springer Nature
ISBN: 3030903281
Category : Computers
Languages : en
Pages : 677

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Book Description
This book constitutes late breaking papers from the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held in July 2021. The conference was planned to take place in Washington DC, USA but had to change to a virtual conference mode due to the COVID-19 pandemic. A total of 5222 individuals from academia, research institutes, industry, and governmental agencies from 81 countries submitted contributions, and 1276 papers and 241 posters were included in the volumes of the proceedings that were published before the start of the conference. Additionally, 174 papers and 146 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work” (papers and posters). The contributions thoroughly cover the entire field of HCI, addressing major advances in knowledge and effective use of computers in a variety of application areas.

Unity 2018 Game Development in 24 Hours, Sams Teach Yourself

Unity 2018 Game Development in 24 Hours, Sams Teach Yourself PDF Author: Mike Geig
Publisher: Sams Publishing
ISBN: 0134998898
Category : Computers
Languages : en
Pages : 788

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Book Description
In just 24 lessons of one hour or less, Sams Teach Yourself Unity Game Development in 24 Hours will help you master the Unity 2018 game engine at the heart of Ori and the Blind Forest, Firewatch, Monument Valley, and many other sizzling-hot games! This book’s straightforward, step-by-step approach teaches you everything from the absolute basics through sophisticated game physics, animation, and mobile device deployment techniques. Every lesson builds on what you’ve already learned, giving you a rock-solid foundation for real-world success. Step-by-step instructions carefully walk you through the most common Unity game development tasks. Practical, hands-on examples show you how to apply what you learn. Quizzes and exercises help you test your knowledge and stretch your skills. Notes and Tips point out shortcuts and solutions Learn how to... Get up and running fast with the Unity 2018 game engine and editor Work efficiently with Unity’s graphical asset pipeline Make the most of lights and cameras Sculpt stunning worlds with Unity’s terrain and environmental tools Script tasks ranging from capturing input to building complex behaviors Quickly create repeatable, reusable game objects with prefabs Implement easy, intuitive game user interfaces Control players through built-in and custom character controllers Build realistic physical and trigger collisions Leverage the full power of Unity’s Animation and new Timeline systems Integrate complex audio into your games Use mobile device accelerometers and multi-touch displays Build engaging 2D games with Unity’s 2D tools and Tilemap Apply the “finishing touches” and deploy your games