View Dependent Character Animation

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View-Dependent Character Animation

Author : Parag Chaudhuri,Prem Kalra,Subhashis Banerjee
Publisher : Springer Science & Business Media
Page : 149 pages
File Size : 54,9 Mb
Release : 2007-05-15
Category : Computers
ISBN : 9781846285912

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View-Dependent Character Animation by Parag Chaudhuri,Prem Kalra,Subhashis Banerjee Pdf

Creating moving camera character animations in 3D is a multi-faceted computer graphics and computer vision problem that requires a formal representation of the moving camera, and efficient algorithms to help author manage and render the multitude of character poses required for the animation. This well-researched book introduces view-dependent character animation, covering all the relevant background work. Numerous example animations are offered to explain and illustrate this versatile technique.

View-Dependent Character Animation

Author : Parag Chaudhuri,Prem Kalra,Subhashis Banerjee
Publisher : Springer Science & Business Media
Page : 149 pages
File Size : 45,7 Mb
Release : 2007-09-24
Category : Computers
ISBN : 9781846287626

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View-Dependent Character Animation by Parag Chaudhuri,Prem Kalra,Subhashis Banerjee Pdf

Creating moving camera character animations in 3D is a multi-faceted computer graphics and computer vision problem that requires a formal representation of the moving camera, and efficient algorithms to help author manage and render the multitude of character poses required for the animation. This well-researched book introduces view-dependent character animation, covering all the relevant background work. Numerous example animations are offered to explain and illustrate this versatile technique.

Immersive Video Technologies

Author : Giuseppe Valenzise,Martin Alain,Emin Zerman,Cagri Ozcinar
Publisher : Academic Press
Page : 686 pages
File Size : 51,7 Mb
Release : 2022-09-29
Category : Computers
ISBN : 9780323986236

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Immersive Video Technologies by Giuseppe Valenzise,Martin Alain,Emin Zerman,Cagri Ozcinar Pdf

Get a broad overview of the different modalities of immersive video technologies—from omnidirectional video to light fields and volumetric video—from a multimedia processing perspective. From capture to representation, coding, and display, video technologies have been evolving significantly and in many different directions over the last few decades, with the ultimate goal of providing a truly immersive experience to users. After setting up a common background for these technologies, based on the plenoptic function theoretical concept, Immersive Video Technologies offers a comprehensive overview of the leading technologies enabling visual immersion, including omnidirectional (360 degrees) video, light fields, and volumetric video. Following the critical components of the typical content production and delivery pipeline, the book presents acquisition, representation, coding, rendering, and quality assessment approaches for each immersive video modality. The text also reviews current standardization efforts and explores new research directions. With this book the reader will a) gain a broad understanding of immersive video technologies that use three different modalities: omnidirectional video, light fields, and volumetric video; b) learn about the most recent scientific results in the field, including the recent learning-based methodologies; and c) understand the challenges and perspectives for immersive video technologies. Describes the whole content processing chain for the main immersive video modalities (omnidirectional video, light fields, and volumetric video) Offers a common theoretical background for immersive video technologies based on the concept of plenoptic function Presents some exemplary applications of immersive video technologies

Data-Driven 3D Facial Animation

Author : Zhigang Deng,Ulrich Neumann
Publisher : Springer Science & Business Media
Page : 303 pages
File Size : 41,5 Mb
Release : 2008
Category : Computers
ISBN : 9781846289064

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Data-Driven 3D Facial Animation by Zhigang Deng,Ulrich Neumann Pdf

Data-Driven 3D Facial Animation systematically describes the important techniques developed over the last ten years or so. Comprehensive in scope, the book provides an up-to-date reference source for those working in the facial animation field.

Motion in Games

Author : Arjan Egges,Arno Kamphuis,Mark Overmars
Publisher : Springer
Page : 257 pages
File Size : 49,9 Mb
Release : 2008-11-07
Category : Computers
ISBN : 9783540892205

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Motion in Games by Arjan Egges,Arno Kamphuis,Mark Overmars Pdf

This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.

The Algorithms and Principles of Non-photorealistic Graphics

Author : Weidong Geng
Publisher : Springer Science & Business Media
Page : 368 pages
File Size : 45,7 Mb
Release : 2011-02-02
Category : Computers
ISBN : 9783642048913

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The Algorithms and Principles of Non-photorealistic Graphics by Weidong Geng Pdf

"The Algorithms and Principles of Non-photorealistic Graphics: Artistic Rendering and Cartoon Animation" provides a conceptual framework for and comprehensive and up-to-date coverage of research on non-photorealistic computer graphics including methodologies, algorithms and software tools dedicated to generating artistic and meaningful images and animations. This book mainly discusses how to create art from a blank canvas, how to convert the source images into pictures with the desired visual effects, how to generate artistic renditions from 3D models, how to synthesize expressive pictures from textual, graphical and pictorial data, and how to speed up the production of cartoon animation sequences with temporal coherence. It is intended for researchers and graduate students in the fields of computer graphics, digital media arts, and cartoon animation. Dr. Weidong Geng is a professor at the Department of Digital Media Technology and State Key Laboratory of Computer Aided Design and Computer Graphics, Zhejiang University, China.

Computer Vision, Imaging and Computer Graphics Theory and Applications

Author : José Braz,Nadia Magnenat-Thalmann,Paul Richard,Lars Linsen,Alexandru Telea,Sebastiano Battiato,Francisco Imai
Publisher : Springer
Page : 608 pages
File Size : 46,8 Mb
Release : 2017-08-08
Category : Computers
ISBN : 9783319648705

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Computer Vision, Imaging and Computer Graphics Theory and Applications by José Braz,Nadia Magnenat-Thalmann,Paul Richard,Lars Linsen,Alexandru Telea,Sebastiano Battiato,Francisco Imai Pdf

This book constitutes thoroughly revised and selected papers from the 11th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2016, held in Rome, Italy, in February 2016. VISIGRAPP comprises GRAPP, International Conference on Computer Graphics Theory and Applications; IVAPP, International Conference on Information Visualization Theory and Applications; and VISAPP, International Conference on Computer Vision Theory and Applications. The 28 thoroughly revised and extended papers presented in this volume were carefully reviewed and selected from 338 submissions. The book also contains one invited talk in full-paper length. The regular papers were organized in topical sections named: computer graphics theory and applications; information visualization theory and applications; and computer vision theory and applications.

The Impact of Applications on Mathematics

Author : Masato Wakayama,Robert S. Anderssen,Jin Cheng,Yasuhide Fukumoto,Robert McKibbin,Konrad Polthier,Tsuyoshi Takagi,Kim-Chuan Toh
Publisher : Springer
Page : 367 pages
File Size : 55,9 Mb
Release : 2014-07-18
Category : Mathematics
ISBN : 9784431549079

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The Impact of Applications on Mathematics by Masato Wakayama,Robert S. Anderssen,Jin Cheng,Yasuhide Fukumoto,Robert McKibbin,Konrad Polthier,Tsuyoshi Takagi,Kim-Chuan Toh Pdf

This book is a collection of papers presented at the Forum “The Impact of Applications on Mathematics” in October 2013. It describes an appropriate framework in which to highlight how real-world problems, over the centuries and today, have influenced and are influencing the development of mathematics and thereby, how mathematics is reshaped, in order to advance mathematics and its application. The contents of this book address productive and successful interaction between industry and mathematicians, as well as the cross-fertilization and collaboration that result when mathematics is involved with the advancement of science and technology.

Computer Graphics

Author : Anonim
Publisher : Unknown
Page : 470 pages
File Size : 40,6 Mb
Release : 1999
Category : Computer graphics
ISBN : UCSC:32106015533307

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Computer Graphics by Anonim Pdf

Encyclopedia of Multimedia

Author : Borko Furht
Publisher : Springer Science & Business Media
Page : 1031 pages
File Size : 46,5 Mb
Release : 2008-11-26
Category : Computers
ISBN : 9780387747248

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Encyclopedia of Multimedia by Borko Furht Pdf

This second edition provides easy access to important concepts, issues and technology trends in the field of multimedia technologies, systems, techniques, and applications. Over 1,100 heavily-illustrated pages — including 80 new entries — present concise overviews of all aspects of software, systems, web tools and hardware that enable video, audio and developing media to be shared and delivered electronically.

Articulated Motion and Deformable Objects

Author : Francisco Jose Perales Lopez,Robert B. Fisher,Thomas B. Moeslund
Publisher : Springer
Page : 306 pages
File Size : 53,5 Mb
Release : 2012-06-26
Category : Computers
ISBN : 9783642315671

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Articulated Motion and Deformable Objects by Francisco Jose Perales Lopez,Robert B. Fisher,Thomas B. Moeslund Pdf

This book constitutes the refereed proceedings of the 7th International Conference on Articulated Motion and Deformable Objects, AMDO 2012, held in Port d'Andratx, Mallorca, Spain, in July 2012. The 27 papers presented were carefully reviewed and selected from 44 submissions. The volume also contains one full paper length invited talk. The conference dealt with the following topics: advanced computer graphics (human modeling and animation); human motion (analysis, tracking, 3D reconstruction and recognition); multimodal user interaction and applications; and affective interfaces (recognition and interpretation of emotions, ECAs -- embodied conversational agents in HCI).

Core Techniques and Algorithms in Game Programming

Author : Daniel Sánchez-Crespo Dalmau
Publisher : New Riders
Page : 894 pages
File Size : 44,8 Mb
Release : 2004
Category : Computers
ISBN : 0131020099

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Core Techniques and Algorithms in Game Programming by Daniel Sánchez-Crespo Dalmau Pdf

To even try to keep pace with the rapid evolution of game development, you need a strong foundation in core programming techniques-not a hefty volume on one narrow topic or one that devotes itself to API-specific implementations. Finally, there's a guide that delivers! As a professor at the Spanish university that offered that country's first master's degree in video game creation, author Daniel Sanchez-Crespo recognizes that there's a core programming curriculum every game designer should be well versed in-and he's outlined it in these pages! By focusing on time-tested coding techniques-and providing code samples that use C++, and the OpenGL and DirectX APIs-Daniel has produced a guide whose shelf life will extend long beyond the latest industry trend. Code design, data structures, design patterns, AI, scripting engines, 3D pipelines, texture mapping, and more: They're all covered here-in clear, coherent fashion and with a focus on the essentials that will have you referring back to this volume for years to come.

Level of Detail for 3D Graphics

Author : David Luebke
Publisher : Morgan Kaufmann
Page : 432 pages
File Size : 52,8 Mb
Release : 2003
Category : Computers
ISBN : 9781558608382

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Level of Detail for 3D Graphics by David Luebke Pdf

Preface -- Foreword -- Part I: Generation -- 1. Introduction -- 2. Mesh Simplification -- 3. Error Metrics -- Part II: Application -- 4. Runtime Frameworks -- 5. Catalog of Useful Algorithms -- 6. Gaming Optimizations -- 7. Terrain Level of Detail -- Part III: Advanced Issues -- 8. Perceptual Issues -- 9. Measuring Visual Fidelity -- 10. Temporal LOD -- Glossary -- BibliographyMesh simplification -- Simplification error metrics -- Run-time frameworks -- A catalog of useful algorithms -- Gaming optimizations -- Terrain level of detail -- Perceptual issues -- Measuring visual fidelity -- Temporal detail.

Crowd Simulation

Author : Daniel Thalmann,Soraia Raupp Musse
Publisher : Springer Science & Business Media
Page : 249 pages
File Size : 42,7 Mb
Release : 2007-09-18
Category : Computers
ISBN : 9781846288258

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Crowd Simulation by Daniel Thalmann,Soraia Raupp Musse Pdf

Recent times have seen growing interest in crowd simulation, particularly in the commercial sector where it is used in the fields of security, defence, entertainment and the movie industry. This book focuses closely on methods and techniques for crowd simulation, filling the gap in the professional literature. The topics covered in this comprehensive survey include Modelling of Populations; Virtual Human Animation; Behavioural Animation of Crowds; Crowd Rendering and Populated Environments.