Vr Developer Gems

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VR Developer Gems

Author : William R. Sherman
Publisher : CRC Press
Page : 676 pages
File Size : 42,7 Mb
Release : 2019-06-07
Category : Computers
ISBN : 9781351654616

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VR Developer Gems by William R. Sherman Pdf

This book takes the practicality of other "Gems" series such as "Graphics Gems" and "Game Programming Gems" and provide a quick reference for novice and expert programmers alike to swiftly track down a solution to a task needed for their VR project. Reading the book from cover to cover is not the expected use case, but being familiar with the territory from the Introduction and then jumping to the needed explanations is how the book will mostly be used. Each chapter (other than Introduction) will contain between 5 to 10 "tips", each of which is a self-contained explanation with implementation detail generally demonstrated as pseudo code, or in cases where it makes sense, actual code. Key Features Sections written by veteran virtual reality researchers and developers Usable code snipits that readers can put to immediate use in their own projects. Tips of value both to readers entering the field as well as those looking for solutions that expand their repertoire.

Ray Tracing Gems

Author : Eric Haines,Tomas Akenine-Möller
Publisher : Apress
Page : 622 pages
File Size : 43,6 Mb
Release : 2019-02-25
Category : Computers
ISBN : 9781484244272

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Ray Tracing Gems by Eric Haines,Tomas Akenine-Möller Pdf

This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs

Understanding Virtual Reality

Author : William R. Sherman,Alan B. Craig
Publisher : Morgan Kaufmann
Page : 938 pages
File Size : 45,7 Mb
Release : 2018-11-08
Category : Computers
ISBN : 9780128010389

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Understanding Virtual Reality by William R. Sherman,Alan B. Craig Pdf

Understanding Virtual Reality: Interface, Application, and Design, Second Edition, arrives at a time when the technologies behind virtual reality have advanced dramatically in their development and deployment, providing meaningful and productive virtual reality applications. The aim of this book is to help users take advantage of ways they can identify and prepare for the applications of VR in their field, whatever it may be. The included information counters both exaggerated claims for VR, citing dozens of real-world examples. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. Features substantive, illuminating coverage designed for technical or business readers and the classroom Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields Provides (via a companion website) additional case studies, tutorials, instructional materials and a link to an open-source VR programming system Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software and a new glossary with pictures

Virtual Reality Methods

Author : Jones, Phil,Osborne, Tess
Publisher : Policy Press
Page : 112 pages
File Size : 47,8 Mb
Release : 2022-06-15
Category : Social Science
ISBN : 9781447360773

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Virtual Reality Methods by Jones, Phil,Osborne, Tess Pdf

Since the mid-2010s, virtual reality (VR) technology has advanced rapidly. This book explores the many opportunities that VR can offer for humanities and social sciences researchers. The book provides a user-friendly, non-technical methods guide to using ready-made VR content and 360° video as well as creating custom materials. It examines the advantages and disadvantages of different approaches to using VR, providing helpful, real-world examples of how researchers have used the technology. The insights drawn from this analysis will inspire scholars to explore the possibilities of using VR in their own research projects.

High Performance Computing

Author : Michèle Weiland,Guido Juckeland,Sadaf Alam,Heike Jagode
Publisher : Springer Nature
Page : 682 pages
File Size : 43,5 Mb
Release : 2019-12-02
Category : Computers
ISBN : 9783030343569

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High Performance Computing by Michèle Weiland,Guido Juckeland,Sadaf Alam,Heike Jagode Pdf

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 (IWOPH18), IXPUG Workshop: Many-core Computing on Intel, Processors: Applications, Performance and Best-Practice Solutions, Workshop on Sustainable Ultrascale Computing Systems, Approximate and Transprecision Computing on Emerging Technologies (ATCET), First Workshop on the Convergence of Large Scale Simulation and Artificial Intelligence, 3rd Workshop for Open Source Supercomputing (OpenSuCo), First Workshop on Interactive High-Performance Computing, Workshop on Performance Portable Programming Models for Accelerators (P^3MA). The 48 full papers included in this volume were carefully reviewed and selected. They cover all aspects of research, development, and application of large-scale, high performance experimental and commercial systems. Topics include HPC computer architecture and hardware; programming models, system software, and applications; solutions for heterogeneity, reliability, power efficiency of systems; virtualization and containerized environments; big data and cloud computing; and artificial intelligence.

Augmented Reality Art

Author : Vladimir Geroimenko
Publisher : Springer Nature
Page : 407 pages
File Size : 52,8 Mb
Release : 2022-05-16
Category : Computers
ISBN : 9783030968632

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Augmented Reality Art by Vladimir Geroimenko Pdf

This is the third edition of the first ever book to explore the exciting field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, with 9 new chapters included. As well as investigating augmented reality as a novel artistic medium, the book covers cultural, social, spatial and cognitive facets of augmented reality art. It has been written by a virtual team of 33 researchers and artists from 11 countries who are pioneering in the new form of art, and contains numerous colour illustrations showing both classic and recent augmented reality artworks. Intended as a starting point for exploring this new fascinating area of research and creative practice, it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.

The Sage Handbook of Online Higher Education

Author : Safary Wa-Mbaleka,Kelvin Thompson,Leni Casimiro
Publisher : SAGE Publications Limited
Page : 933 pages
File Size : 51,8 Mb
Release : 2023-11-01
Category : Education
ISBN : 9781529673005

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The Sage Handbook of Online Higher Education by Safary Wa-Mbaleka,Kelvin Thompson,Leni Casimiro Pdf

The SAGE Handbook of Online Higher Education presents a cutting-edge collection of 50 essays that explores the rapidly evolving landscape of online teaching and learning in higher education. Assembled and contributed by a team of leading experts, the Handbook adopts a uniquely holistic approach to examining the needs of online education. Chapters bring together voices from diverse and international backgrounds to provide insights applicable to a broad range of contexts, and present practical strategies for planning, delivering quality online higher education. The handbook covers a wide range of topics, including online pedagogy, instructional design, student engagement, technological innovation, assessment, leadership, and the developing role of online education in the context of broader societal and cultural shifts. The SAGE Handbook of Online Higher Education is an essential resource for educators, researchers, policymakers, and practitioners who seek to understand and shape the future of higher education in the digital age. Section 1: Fundamentals of Online Education Section 2: Online Education Around the World Section 3: Online Instructional Design Section 4: Online Instructional Delivery Section 5: Instructional Technology for Online Education Section 6: Online Education Administration and Management Section 7: Student Support Services

Extended Reality

Author : Lucio Tommaso De Paolis,Pasquale Arpaia,Marco Sacco
Publisher : Springer Nature
Page : 469 pages
File Size : 44,7 Mb
Release : 2022-08-27
Category : Computers
ISBN : 9783031155536

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Extended Reality by Lucio Tommaso De Paolis,Pasquale Arpaia,Marco Sacco Pdf

This two volume proceedings, LNCS 13445 and 13446, constitutes the refereed proceedings of the 9th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, XR Salento 2022, held in Lecce, Italy, July 6–8, 2022. Due to COVID-19 pandemic the conference was held as a hybrid conference. The 42 full and 16 short papers were carefully reviewed and selected from 84 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, applications in cultural heritage, in medicine, in education, and in industry.

HCI International 2023 – Late Breaking Papers

Author : Jessie Y. C. Chen,Gino Fragomeni,Xiaowen Fang
Publisher : Springer Nature
Page : 456 pages
File Size : 50,5 Mb
Release : 2023-11-30
Category : Computers
ISBN : 9783031480508

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HCI International 2023 – Late Breaking Papers by Jessie Y. C. Chen,Gino Fragomeni,Xiaowen Fang Pdf

This seven-volume set LNCS 14054-14060 constitutes the proceedings of the 25th International Conference, HCI International 2023, in Copenhagen, Denmark, in July 2023. For the HCCII 2023 proceedings, a total of 1578 papers and 396 posters was carefully reviewed and selected from 7472 submissions. Additionally, 267 papers and 133 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work”. These papers were organized in the following topical sections: HCI Design and User Experience; Cognitive Engineering and Augmented Cognition; Cultural Issues in Design; Technologies for the Aging Population; Accessibility and Design for All; Designing for Health and Wellbeing; Information Design, Visualization, Decision-making and Collaboration; Social Media, Creative Industries and Cultural Digital Experiences; Digital Human Modeling, Ergonomics and Safety; HCI in Automated Vehicles and Intelligent Transportation; Sustainable Green Smart Cities and Smart Industry; eXtended Reality Interactions; Gaming and Gamification Experiences; Interacting with Artificial Intelligence; Security, Privacy, Trust and Ethics; Learning Technologies and Learning Experiences; eCommerce, Digital Marketing and eFinance.

Developing Virtual Reality Applications

Author : Alan B. Craig,William R. Sherman,Jeffrey D. Will
Publisher : Morgan Kaufmann
Page : 448 pages
File Size : 49,7 Mb
Release : 2009-06-02
Category : Computers
ISBN : 0080959083

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Developing Virtual Reality Applications by Alan B. Craig,William R. Sherman,Jeffrey D. Will Pdf

Virtual Reality systems enable organizations to cut costs and time, maintain financial and organizational control over the development process, digitally evaluate products before having them created, and allow for greater creative exploration. In this book, VR developers Alan Craig, William Sherman, and Jeffrey Will examine a comprehensive collection of current,unique, and foundational VR applications in a multitude of fields, such as business, science, medicine, art, entertainment, and public safety among others. An insider’s view of what works, what doesn’t work, and why, Developing Virtual Reality Applications explores core technical information and background theory as well as the evolution of key applications from their genesis to their most current form. Developmental techniques are cross-referenced between different applications linking information to describe overall VR trends and fundamental best practices. This synergy, coupled with the most up to date research being conducted, provides a hands-on guide for building applications, and an enhanced, panoramic view of VR development. Developing Virtual Reality Applications is an indispensable one-stop reference for anyone working in this burgeoning field. Dozens of detailed application descriptions provide practical ideas for VR development in ALL areas of interest! Development techniques are cross referenced between different application areas, providing fundamental best practices!

GPU Gems 2

Author : Matt Pharr,Randima Fernando
Publisher : Addison-Wesley Professional
Page : 814 pages
File Size : 53,5 Mb
Release : 2005
Category : Computers
ISBN : 0321335597

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GPU Gems 2 by Matt Pharr,Randima Fernando Pdf

More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.

Advances in Production Management Systems. Production Management Systems for Responsible Manufacturing, Service, and Logistics Futures

Author : Erlend Alfnes,Anita Romsdal,Jan Ola Strandhagen,Gregor von Cieminski,David Romero
Publisher : Springer Nature
Page : 696 pages
File Size : 50,9 Mb
Release : 2023-09-13
Category : Computers
ISBN : 9783031436666

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Advances in Production Management Systems. Production Management Systems for Responsible Manufacturing, Service, and Logistics Futures by Erlend Alfnes,Anita Romsdal,Jan Ola Strandhagen,Gregor von Cieminski,David Romero Pdf

This 4-volume set, IFIP AICT 689-692, constitutes the refereed proceedings of the International IFIP WG 5.7 Conference on Advances in Production Management Systems, APMS 2023, held in Trondheim, Norway, during September 17–21, 2023. The 213 full papers presented in these volumes were carefully reviewed and selected from a total of 224 submissions. They were organized in topical sections as follows: Part I : Lean Management in the Industry 4.0 Era; Crossroads and Paradoxes in the Digital Lean Manufacturing World; Digital Transformation Approaches in Production Management; Managing Digitalization of Production Systems; Workforce Evolutionary Pathways in Smart Manufacturing Systems; Next Generation Human-Centered Manufacturing and Logistics Systems for the Operator 5.0; and SME 5.0: Exploring Pathways to the Next Level of Intelligent, Sustainable, and Human-Centered SMEs. Part II : Digitally Enabled and Sustainable Service and Operations Management in PSS Lifecycle; Exploring Digital Servitization in Manufacturing; Everything-as-a-Service (XaaS) Business Models in the Manufacturing Industry; Digital Twin Concepts in Production and Services; Experiential Learning in Engineering Education; Lean in Healthcare; Additive Manufacturing in Operations and Supply Chain Management; and Applications of Artificial Intelligence in Manufacturing. Part III : Towards Next-Generation Production and SCM in Yard and Construction Industries; Transforming Engineer-to-Order Projects, Supply Chains and Ecosystems; Modelling Supply Chain and Production Systems; Advances in Dynamic Scheduling Technologies for Smart Manufacturing; and Smart Production Planning and Control. Part IV : Circular Manufacturing and Industrial Eco-Efficiency; Smart Manufacturing to Support Circular Economy; Product Information Management and Extended Producer Responsibility; Product and Asset Life Cycle Management for Sustainable and Resilient Manufacturing Systems; Sustainable Mass Customization in the Era of Industry 5.0; Food and Bio-Manufacturing; Battery Production Development and Management; Operations and SCM in Energy-Intensive Production for a Sustainable Future; and Resilience Management in Supply Chains.

Teaching Transhumanism

Author : Engelbert Thaler
Publisher : Narr Francke Attempto Verlag
Page : 175 pages
File Size : 44,5 Mb
Release : 2021-05-31
Category : Literary Criticism
ISBN : 9783823394952

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Teaching Transhumanism by Engelbert Thaler Pdf

Onco-mice and cloned sheep, drones and auto-automobiles, neuro-enhancement and prosthetic therapy: Is transhumanism a "movement that epitomizes the most daring, courageous, imaginative, and idealistic aspirations of humanity" (Ronald Bailey 2004), or rather "the world's most dangerous idea" (Francis Fukuyama 2009)? This volume attempts to elucidate what we understand by the term "transhumanism", what topics and problems we face, what media are suitable for classroom use, what lesson scenarios seem effective, what benefits we may reap, and what challenges we have to cope with when we teach transhumanism in English language classes.

Interactive Sketch-based Interfaces and Modelling for Design

Author : Alexandra Bonnici,Kenneth P. Camilleri
Publisher : CRC Press
Page : 303 pages
File Size : 48,6 Mb
Release : 2023-05-31
Category : Technology & Engineering
ISBN : 9781000824032

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Interactive Sketch-based Interfaces and Modelling for Design by Alexandra Bonnici,Kenneth P. Camilleri Pdf

Sketching is a natural and intuitive communication tool used for expressing concepts and ideas that are difficult to communicate through text or speech alone. In design applications, drawings are used at various stages of the design process: from the early concept drawings scribbled on a piece of paper to immersive interactions in which users manipulate and adjust the 3D form of an object in virtual or augmented reality environments. This variety in drawing activities brings about the need for different interpretation strategies that support not only the sketching activity itself, but also allow sketch-based interactions, such as sketch-based queries, to take place. In this book, we explore the different drawing approaches used in design and the algorithms required for processing and interpreting the different sketches and drawings in design. The book is divided into two parts. The first part focuses on sketching in the 2D domain. This includes the digitization of offline and paperbased sketches, techniques for online sketch recognition, observations of user drawing habits, algorithms for inferring depth from 2D drawings, as well as non-photorealistic rendering techniques that are then applied to sketch-based queries. The second part of the book focuses on 3D sketching in virtual or augmented reality spaces. Here, we present the processing and rendering of the 3D strokes, the different interaction devices available for 3D sketching, and look at different applications where immersive 3D sketching has been applied with success.

Learning AWS Lumberyard Game Development

Author : Dr. Edward Lavieri
Publisher : Packt Publishing Ltd
Page : 260 pages
File Size : 43,7 Mb
Release : 2016-10-28
Category : Computers
ISBN : 9781786468857

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Learning AWS Lumberyard Game Development by Dr. Edward Lavieri Pdf

Create stunning 3D multiplayer games with integrated cloud-based features About This Book Build a multiplayer 3D game from scratch using the features of Amazon's Lumberyard Explore the world of Lumberyard along with Twitch and various key Amazon Web Services to build a game This step-by-step practical guide will teach you how to build cross-platform games using Lumberyard Who This Book Is For The book caters for those who have an interest or desire to create their own games, either as a hobbyist or to enhance their skills as a professional games developer. The book requires previous knowledge of software development. Experience with C++ will also be beneficial. What You Will Learn Explore Lumberyard's graphical user interface Create stunning game worlds Use Geppetto editor to create 3D characters Create and animate game characters using Lumberyard's toolset Create impressive gameplay to add multiplayer functionality to your game Debug and play your 3D game Add multiplayer functionality to your game using Amazon GameLift Integrate with Amazon cloud services to support cloud computing and storage Engage your users during gameplay with Twitch In Detail Amazon's Lumberyard is a 3D cross-platform game development engine for building high-quality AAA games. It makes the process of creating multi-player games and adding realistic characters, stunning terrains, and special effects much faster and more efficient. This book will show you how to use Lumberyard to create a multiplayer 3D game with cloud computing, storage, and Twitch integration for user engagement. We will start with an introduction to Lumberyard and provide an overview of its capabilities and integration options. Once the game engine is installed, we'll guide you through the creation of an immersive game world with characters. You'll add animations and audio to bring the game to life. We'll explore external interactions to support live multiplayer game play, data storage, user engagement, and the back end. By the end of the book, you will be efficient in building cross-platform games using Lumberyard. Style and approach This step-by-step tutorial is filled with practical examples that will introduce you to the game engine's interface, as well as setting up your development environment.