Earnshaw | Computer Graphics | E-Book | www2.sack.de
E-Book

E-Book, Englisch, 503 Seiten, Web PDF

Earnshaw Computer Graphics

Developments in Virtual Environments
1. Auflage 2014
ISBN: 978-1-4832-9745-3
Verlag: Elsevier Science & Techn.
Format: PDF
Kopierschutz: 1 - PDF Watermark

Developments in Virtual Environments

E-Book, Englisch, 503 Seiten, Web PDF

ISBN: 978-1-4832-9745-3
Verlag: Elsevier Science & Techn.
Format: PDF
Kopierschutz: 1 - PDF Watermark



The decades of the 1970s and 1980s were a very exciting period of discovery in the field of computer graphics. It was a time when new rendering algorithms, different modeling strategies, clever animation techniques,and significant advances in photorealism were being made. Complementing these software developments, hardware systems were dominated by raster technology and programmers had access to excellent workstations on which to develop their graphics systems.In the 1990s, incredible advances in computer graphics are far surpassing developments made during the last twenty years. Yesterdays computer graphics have given way to todays virtual reality. This volume brings together contributions from internationalexperts on the diverse, yet important, range of topics that impact the design and application of virtual environments. Topics covered include 3-D modeling; new approaches to rendering virtual environments; recent research into the problems of animating and visualizing virtual environments; applications for virtual reality systems; and simulation of complex behaviors.Computer Graphics: Developments in Virtual Environments provides a unique opportunity to examine current practice and expert thinking. It is essential reading for students, practitioners, researchers, or anyone else who wishes to find out more about this exciting area.Provides comprehensive coverage of the latest topics in computer graphics, virtual reality, and humancomputer interactionContributors are international experts in the fieldExamines many real-world applications in a wide variety of fields

Earnshaw Computer Graphics jetzt bestellen!

Autoren/Hrsg.


Weitere Infos & Material


1;Front Cover;1
2;Computer Graphics: Developments in Virtual Environments;4
3;Copyright Page;5
4;Table of Contents;6
5;Contributors;10
6;Introduction;18
7;Part 1: Techniques in modelling virtual environments;26
7.1;Chapter 1. Implicit surfaces for semi-automatic medical organs reconstruction;28
7.1.1;1.1 Introduction;28
7.1.2;1.2 Shape Reconstruction with Implicit Surfaces;29
7.1.3;1.3 A Novel Method for Reconstruction;31
7.1.4;1.4 Interface for Semi-Automatic Reconstruction;35
7.1.5;1.5 Experimental Results;36
7.1.6;1.6 Conclusion;37
7.1.7;Acknowledgements;39
7.1.8;References;39
7.2;Chapter 2. Approximation of smooth surfaces and adaptive sampling by piecewise-linear interpolants;42
7.2.1;2.1 Introduction;42
7.2.2;2.2 Data-dependent Tnangulations;43
7.2.3;2.3 Adaptive Sampling of Smooth Surfaces;48
7.2.4;2.4 Conclusion;52
7.2.5;References;52
7.3;Chapter 3. Metamorphosis of freeform curves and surfaces;54
7.3.1;3.1 Introduction;54
7.3.2;3.2 Metamorphosis using Simple Convex Combination;55
7.3.3;3.3 Metamorphosis using Multiresolution Decomposition;56
7.3.4;3.4 Metamorphosis using Edge Cutting;57
7.3.5;3.5 Extensions and Conclusions;62
7.3.6;References;64
8;Part 2: Rendering virtual environments;66
8.1;Chapter 4. Pixel-independent ray tracing;68
8.1.1;4.1 Introduction;68
8.1.2;4.2. Reconstruction and the Eye;68
8.1.3;4.3 Adaptive Samples;71
8.1.4;4.4 Stochastic Samples;72
8.1.5;4.5 Subsampling;75
8.1.6;4.6 Delaunay Triangles;75
8.1.7;4.7 Reconstruction Strategy;77
8.1.8;4.8 Efficiency;79
8.1.9;4.9 Conclusion;80
8.1.10;References;80
8.2;Chapter 5. Interactive walk-through using particle tracing;82
8.2.1;5.1 Introduction;82
8.2.2;5.2 Particle Tracing and Higher-order Approximation of Illumination;83
8.2.3;5.3 Importance-driven Particle Tracing;85
8.2.4;5.4 Interactive Walk-through architecture;88
8.2.5;5.5 Implementation;90
8.2.6;5.6 Discussion;92
8.2.7;5.7 Conclusion;93
8.2.8;5.8 Acknowledgements;93
8.2.9;References;93
8.3;Chapter 6. A radiosity system for real-time photo-realism;96
8.3.1;6.1 Introduction;96
8.3.2;6.2 Parallel Model;98
8.3.3;6.3 The Radiosity Algorithm;99
8.3.4;6.4 Implications of Volatile Geometry;101
8.3.5;6.5 Data Distribution;102
8.3.6;6.6 Rendering of Scenes;104
8.3.7;6.7 Evaluation of the System;105
8.3.8;6.8 Conclusion;105
8.3.9;References;105
8.4;Chapter 7. A domain decomposition method for radiosity;108
8.4.1;7.1 Introduction;108
8.4.2;7.2 Previous work;109
8.4.3;7.3 Partitioning;111
8.4.4;7.4 The DDM for radiosity;112
8.4.5;7.5 Parallel Issues;116
8.4.6;7.6 Complexity;118
8.4.7;7.7 Conclusion and future work;118
8.4.8;Acknowledgements;119
8.4.9;References;119
8.5;Chapter 8. Modelling the colour of water in lighting design;122
8.5.1;8.1 Introduction;122
8.5.2;8.2 Basic Ideas;124
8.5.3;8.3 Calculation of the Irradiance Due to the Primary Light and Interreflection;128
8.5.4;8.4 Rendering of the Water Surface;132
8.5.5;8.5 Results and Discussions;135
8.5.6;8.6 Conclusions;137
8.5.7;References;138
8.6;Chapter 9. Compositing computer-generated images and video films: an application for visual assessment in urban environments;140
8.6.1;9.1 Introduction;140
8.6.2;9.2 State-of-the-Art;140
8.6.3;9.3 Simulation of Virtual Objects;141
8.6.4;9.4 Composition of Computer-generated and Video Images;142
8.6.5;9.5 Computing 24 frames per second;144
8.6.6;9.6 Application: Paris Bridges Illumination Project;145
8.6.7;9.7 Results;147
8.6.8;9.8 Conclusion and Future Work;148
8.6.9;References;149
8.7;Chapter 10. Volume-tracing mirage effects;152
8.7.1;10.1 Introduction;152
8.7.2;10.2 Fundamentals;152
8.7.3;10.3 The Mirage Model;153
8.7.4;10.4 Rendering;153
8.7.5;References;154
8.8;Chapter 11. A colour printing system enabling faithful reproduction of the desired colour: widened colour gamut realized by a multiple ink method with the aid of an inverse problem solution;156
8.8.1;11.1 Introduction;156
8.8.2;11.2 Conventional CPS;156
8.8.3;11.3 Conventional Research and Its Problems;157
8.8.4;11.4 The Multiple Ink Method and Determination of Colourants Combination;159
8.8.5;11.5 Application of Colour Reproduction to Neural Network;164
8.8.6;11.6 Experiment Results on Colour Reproduction;170
8.8.7;11.7 Implemented Results;173
8.8.8;11.8 Conclusions;175
8.8.9;11.9 Observation;176
8.8.10;11.10 Future Work;176
8.8.11;Acknowledgement;177
8.8.12;References;177
9;Part 3: Animating and visualizing virtual environments;184
9.1;Chapter 12. An algorithm for detecting dot patterns;186
9.1.1;12.1 Introduction;186
9.1.2;12.2 Basic Notions;187
9.1.3;12.3 Description of the Algorithm;188
9.1.4;12.4 Concluding Remarks;193
9.1.5;References;193
9.2;Chapter 13. Hermite interpolation of solid orientations based on a smooth blending of two great circular arcs on SO(3);196
9.2.1;13.1 Introduction;196
9.2.2;13.2 Hermite Interpolation in S3;198
9.2.3;13.3 Forward Difference Method for Great Circular Arcs;201
9.2.4;13.4 Computational Efficiency;202
9.2.5;13.5 Conclusions;203
9.2.6;References;203
9.3;Chapter 14. LEMAN: a system for constructing and animating layered elastic characters;210
9.3.1;14.1 Introduction;210
9.3.2;14.2 Previous Work;211
9.3.3;14.3 Implementing the Elastic Surface Layer Model;212
9.3.4;14.4 User Environment;212
9.3.5;14.5 Constructing a Character;213
9.3.6;14.6 Leman System Design;220
9.3.7;14.7 Conclusion;226
9.3.8;Acknowledgments;227
9.3.9;References;227
9.4;Chapter 15. Deformable surfaces using physically based particle systems;230
9.4.1;15.1 Introduction;230
9.4.2;15.2 The Equations and Solutions of the Deformable Surface;231
9.4.3;15.3 Using Discretization and the Time-step Method;232
9.4.4;15.4 Simulation Examples;236
9.4.5;Acknowledgments;239
9.4.6;References;239
9.5;Chapter 16. Using behavioural rules in animation;242
9.5.1;16.1 Introduction;242
9.5.2;16.2 Background;243
9.5.3;16.3 The Software Environment;244
9.5.4;16.4 Sample Animations;251
9.5.5;16.5 Conclusions;262
9.5.6;References;263
9.6;Chapter 17. A multi-sensor approach for grasping and 3D interaction;264
9.6.1;17.1 Introduction;264
9.6.2;17.2 Modelling;264
9.6.3;17.3 Grasping Motion Control;267
9.6.4;17.4 Moving Arm with Polynomials based on the Lagrange-Euler Equation;271
9.6.5;17.5 Interactive grasping in 3D;273
9.6.6;17.6 Results;275
9.6.7;17.7 Implementation;279
9.6.8;17.8 Conclusion;279
9.6.9;Acknowledgements;281
9.6.10;References;281
9.7;Chapter 18. Actors, performance and drama in virtual worlds;284
9.7.1;18.1 Introduction;284
9.7.2;18.2 Envisionment;284
9.7.3;18.3 Drama or Theatre?;286
9.7.4;18.4 Performance;286
9.7.5;18.5 Virtual Performers;288
9.7.6;18.6 Live Performers;289
9.7.7;18.7 The Virtual Stage;291
9.7.8;18.8 Conclusion;292
9.7.9;18.9 Future Directions;292
9.7.10;Acknowledgements;293
9.7.11;References;293
9.8;Chapter 19. A method of expression of space phenomena with CG animation: the collision of the comet Shoemaker-Levy 9 with Jupiter in July 1994;296
9.8.1;19.1 Introduction;296
9.8.2;19.2 Comet Shoemaker-Levy 9;296
9.8.3;19.3 Elements of Visualization;298
9.8.4;19.4 Data and Information;298
9.8.5;19.5 CG Simulation;302
9.8.6;19.6 Computational Environment;307
9.8.7;19.7 Conclusion;308
9.8.8;Acknowledgements;309
9.8.9;References;309
9.9;Chapter 20. The making of the Xian terra-cotta soldiers;310
9.9.1;20.1 The Xian Project;310
9.9.2;20.2 Creating and Animating the Soldiers' Faces;311
9.9.3;20.3 Creating the Soldiers' Bodies;314
9.9.4;20.4 Animating the Soldiers' Bodies;317
9.9.5;20.5 Creating Clothes for Soldiers;318
9.9.6;20.6 Horses and Decor;318
9.9.7;20.7 Rendering;319
9.9.8;20.8 Integration;321
9.9.9;Acknowledgements;323
9.9.10;References;323
9.10;Chapter 21. xXX: A modular system for manipulating image sequences;326
9.10.1;21.1 Introduction;326
9.10.2;21.2 The xxX System Architecture;327
9.10.3;21.3 Manipulating Sequences of Images;331
9.10.4;21.4 Conclusions;336
9.10.5;21.5 Future Work;337
9.10.6;Acknowledgements;338
9.10.7;References;338
9.11;Chapter 22. Ridges and ravines on a surface and related geometry of skeletons, caustics, and wavefronts;340
9.11.1;22.1 Introduction;340
9.11.2;22.2 Preliminaries: Caustics and Wavefronts;341
9.11.3;22.3 Ridges, Ravines, and Skeletons;342
9.11.4;22.4 Point Surface Features Related to Ridge and Ravine Lines;347
9.11.5;22.5 Computer Visualization Results;352
9.11.6;22.6 Summary and Conclusions;354
9.11.7;Acknowledgements;354
9.11.8;References;354
9.12;Chapter 23. Reliable interrogation of 3D non-linear geophysical databases;356
9.12.1;23.1 Introduction;356
9.12.2;23.2 Definition of B-Spline-based Implicit Surfaces;357
9.12.3;23.3 Algorithm;358
9.12.4;23.4 Solutions of Systems of Non-linear Equations;360
9.12.5;23.5 Example;362
9.12.6;23.6 Conclusion;366
9.12.7;Acknowledgements;367
9.12.8;References;367
9.13;Chapter 24. Visualization market trends: An industrial briefing;372
9.13.1;24.1 Computer Graphics Market Trends;372
9.13.2;24.2 Graphics Standards - Industrial Trends;374
9.13.3;24.3 Paradigm Shift to Graphics Object Orientation;376
9.13.4;24.4 User Interactions in Visualization;380
9.13.5;24.5 Key Requirements and Issues of a Visualization System;382
9.13.6;References;383
10;Part 4: Virtual reality systems;384
10.1;Chapter 25. Annotating real-world objects using augmented reality;386
10.1.1;25.1 Introduction;386
10.1.2;25.2 Related Work;388
10.1.3;25.3 System Configuration;388
10.1.4;25.4 Calibration;390
10.1.5;25.5 Tracking;393
10.1.6;25.6 Model Annotations;393
10.1.7;25.7 Object Examination;394
10.1.8;25.8 Application Scenario and Results;395
10.1.9;25.9 Future Research;397
10.1.10;25.10 Conclusion;397
10.1.11;Acknowledgements;398
10.1.12;References;398
10.2;Chapter 26. Virtual sensors and mobile robotics;400
10.2.1;26.1 Introduction;400
10.2.2;26.2 Autonomous Agent and Mobile Robotics;400
10.2.3;26.3 An Architecture for the Autonomous Agent;401
10.2.4;26.4 Virtual Environment;401
10.2.5;26.5 Virtual Sensors;402
10.2.6;26.6 Modelling and Simulation;404
10.2.7;26.7 Experimental Environment;406
10.2.8;26.8 Conclusion;408
10.2.9;References;408
10.3;Chapter 27. A study of virtual manipulation of elastic objects;410
10.3.1;27.1 Introduction;410
10.3.2;27.2 Framework for Virtual Manipulation;411
10.3.3;27.3 Study of Dynamic Model for Collision;414
10.3.4;Acknowledgements;419
10.3.5;References;419
10.4;Chapter 28. Data retrieval through virtual experimentation;422
10.4.1;28.1 Introduction;422
10.4.2;28.2 SANDBOX;422
10.4.3;28.3 Implementation;427
10.4.4;28.4 Evaluation;434
10.4.5;28.5 Conclusions and Future Directions;437
10.4.6;Acknowledgements;438
10.4.7;References;438
10.5;Chapter 29. Automatic task generation and view control for 3D graphical manual;440
10.5.1;29.1 Introduction;440
10.5.2;29.2 Background;441
10.5.3;29.3 Overview of the System;441
10.5.4;29.4 The Frame-based Design;442
10.5.5;29.5 The Generation of Task-Level Animation Sequence;444
10.5.6;29.6 Automatic View Point Control during Animation;445
10.5.7;29.7 Manual for Laser Printer;448
10.5.8;29.8 Summary;448
10.5.9;Acknowledgement;449
10.5.10;References;449
10.6;Chapter 30. Hardware architecture of a real-time simulator for the CORDIS-ANIMA system: physical models, images, gestures, sounds;450
10.6.1;30.1 Introduction;450
10.6.2;30.2 CORDIS-ANIMA, a Real-Time Modeller-Simulator;451
10.6.3;30.3 Two Typical Physical Models;453
10.6.4;30.4 Hardware Characteristics of the Ideal Simulator;457
10.6.5;30.5 Characteristics of the ACROE Simulator;460
10.6.6;30.6 Conclusion;462
10.6.7;References;463
11;Part 5: Simulating virtual worlds;464
11.1;Chapter 31. Simulation of a growing mammalian cell colony: collision-based packing algorithm for deformable particles;466
11.1.1;31.1 Introduction;466
11.1.2;31.2 Biological Origin of the Model;467
11.1.3;31.3 Related Works;467
11.1.4;31.4 Simulation of Colony Growth;468
11.1.5;31.5 Evaluation of Biological Adequateness of the Model and Future Work;474
11.1.6;References;475
11.2;Chapter 32. Soft cellular modelling: a technique for the simulation of non-rigid materials;478
11.2.1;32.1 Introduction;478
11.2.2;32.2 The Soft Cellular Structure;479
11.2.3;32.3 The Dynamic Model;482
11.2.4;32.4 Fracture;483
11.2.5;32.5 Rendering Considerations;486
11.2.6;32.6 Conclusions;487
11.2.7;References;489
11.3;Chapter 33. Physical modelling for animating cloth motion;490
11.3.1;33.1 Introduction;490
11.3.2;33.2 Cloth Deformation Model for Cloth Animation;491
11.3.3;33.3 Distributed Force Model for Cloth Animation;493
11.3.4;33.4 Creation of Frames for Animating Cloth Motion;498
11.3.5;33.5 Applications;499
11.3.6;33.6 Conclusion;502
11.3.7;Acknowledgements;503
11.3.8;References;503
11.4;Chapter 34. The particular problem of arthroscopic surgical simulation – a preliminary report;504
11.4.1;34.1 Introduction;504
11.4.2;34.2 Virtual Cadavers;504
11.4.3;34.3 Arthroscopic Knee Surgery;505
11.4.4;34.4 Simulation Requirements;508
11.4.5;34.5 Problems in Surgical Simulations;508
11.4.6;34.6 The Knee Movie Map;509
11.4.7;34.7 Conclusions;509
11.4.8;Acknowledgements;510
11.4.9;References;511
11.5;Chapter 35. A virtual scene simulation system for city planning;512
11.5.1;35.1 Introduction;512
11.5.2;35.2 System Configuration;513
11.5.3;35.3 Scene Database;514
11.5.4;35.4 Scene Editor;516
11.5.5;35.5 Visual Experience System;518
11.5.6;35.6 Example of Scene Simulation;522
11.5.7;35.7 Conclusion;525
11.5.8;Acknowledgements;525
11.5.9;References;525
12;Index;526



Ihre Fragen, Wünsche oder Anmerkungen
Vorname*
Nachname*
Ihre E-Mail-Adresse*
Kundennr.
Ihre Nachricht*
Lediglich mit * gekennzeichnete Felder sind Pflichtfelder.
Wenn Sie die im Kontaktformular eingegebenen Daten durch Klick auf den nachfolgenden Button übersenden, erklären Sie sich damit einverstanden, dass wir Ihr Angaben für die Beantwortung Ihrer Anfrage verwenden. Selbstverständlich werden Ihre Daten vertraulich behandelt und nicht an Dritte weitergegeben. Sie können der Verwendung Ihrer Daten jederzeit widersprechen. Das Datenhandling bei Sack Fachmedien erklären wir Ihnen in unserer Datenschutzerklärung.