Search Results for: Physically Based Modeling For Computer Graphics

Physically-Based Modeling for Computer Graphics

Physically-Based Modeling for Computer Graphics

Author: Ronen Barzel

Publisher: Morgan Kaufmann

ISBN: 9780080916446

Category: Computers

Page: 334

View: 785

Physically-Based Modeling for Computer Graphics: A Structured Approach addresses the challenge of designing and managing the complexity of physically-based models. This book will be of interest to researchers, computer graphics practitioners, mathematicians, engineers, animators, software developers and those interested in computer implementation and simulation of mathematical models. * Presents a philosophy and terminology for "Structured Modeling" * Includes mathematicl and programming techniques to support and implement the methodology * Covers a library of model components, including rigid-body kinematics, rigid-body dynamics, and force-based constraint methods * Includes illustrations of several ample models created from these components * Foreword by Al Barr

Physically Based Modeling and Animation

Physically Based Modeling and Animation

Author: Donald H. House

Publisher: AK Peters

ISBN: 1482234602

Category:

Page: 386

View: 446

Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable, hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques, enabling them to master what they need to know in order to understand and create their own animations

Physics-Based Deformable Models

Physics-Based Deformable Models

Author: Dimitris N. Metaxas

Publisher: Springer Science & Business Media

ISBN: 9781461563358

Category: Science

Page: 308

View: 265

Physics-Based Deformable Models presents a systematic physics-based framework for modeling rigid, articulated, and deformable objects, their interactions with the physical world, and the estimate of their shape and motion from visual data. This book presents a large variety of methods and associated experiments in computer vision, graphics and medical imaging that help the reader better to understand the presented material. In addition, special emphasis has been given to the development of techniques with interactive or close to real-time performance. Physics-Based Deformable Models is suitable as a secondary text for graduate level courses in Computer Graphics, Computational Physics, Computer Vision, Medical Imaging, and Biomedical Engineering. In addition, this book is appropriate as a reference for researchers and practitioners in the above-mentioned fields.

Foundations of Physically Based Modeling and Animation

Foundations of Physically Based Modeling and Animation

Author: Donald House

Publisher: CRC Press

ISBN: 9781482234619

Category: Computers

Page: 382

View: 160

Physics forms the basis for many of the motions and behaviors seen in both the real world and in the virtual worlds of animated films, visual effects, and computer games. By describing the underlying physical principles and then creating simulations based on these principles, these computer-generated worlds are brought to life. Physically Based Modeling and Animation goes behind the scenes of computer animation and details the mathematical and algorithmic foundations that are used to determine the behavior underlying the movement of virtual objects and materials. Dr. Donald House and Dr. John Keyser offer an approachable, hands-on view of the equations and programming that form the foundations of this field. They guide readers from the beginnings of modeling and simulation to more advanced techniques, enabling them to master what they need to know in order to understand and create their own animations Emphasizes the underlying concepts of the field, and is not tied to any particular software package, language, or API. Develops concepts in mathematics, physics, numerical methods, and software design in a highly integrated way, enhancing both motivation and understanding. Progressively develops the material over the book, starting from very basic techniques, and building on these to introduce topics of increasing complexity. Motivates the topics by tying the underlying physical and mathematical techniques directly to applications in computer animation.

Computer Graphics and Geometric Modelling

Computer Graphics and Geometric Modelling

Author: Max K. Agoston

Publisher: Springer Science & Business Media

ISBN: 1852338180

Category: Computers

Page: 960

View: 576

Possibly the most comprehensive overview of computer graphics as seen in the context of geometric modeling, this two-volume work covers implementation and theory in a thorough and systematic fashion. It covers the computer graphics part of the field of geometric modeling and includes all the standard computer graphics topics. The CD-ROM features two companion programs.

Computer Vision -- ACCV 2007

Computer Vision -- ACCV 2007

Author: Yasushi Yagi

Publisher: Springer

ISBN: 9783540763864

Category: Computers

Page: 964

View: 983

This title is part of a two volume set that constitutes the refereed proceedings of the 8th Asian Conference on Computer Vision, ACCV 2007. Coverage in this volume includes shape and texture, face and gesture, camera networks, face/gesture/action detection and recognition, learning, motion and tracking, human pose estimation, matching, face/gesture/action detection and recognition, low level vision and phtometory, motion and tracking, human detection, and segmentation.

Geometric Analysis and Computer Graphics

Geometric Analysis and Computer Graphics

Author: Paul Concus

Publisher: Springer Science & Business Media

ISBN: 9781461397113

Category: Mathematics

Page: 203

View: 445

This volume derives from a workshop on differential geometry, calculus of vari ations, and computer graphics at the Mathematical Sciences Research Institute in Berkeley, May 23-25, 1988. The meeting was structured around principal lectures given by F. Almgren, M. Callahan, J. Ericksen, G. Francis, R. Gulliver, P. Hanra han, J. Kajiya, K. Polthier, J. Sethian, I. Sterling, E. L. Thomas, and T. Vogel. The divergent backgrounds of these and the many other participants, as reflected in their lectures at the meeting and in their papers presented here, testify to the unifying element of the workshop's central theme. Any such meeting is ultimately dependent for its success on the interest and motivation of its participants. In this respect the present gathering was especially fortunate. The depth and range of the new developments presented in the lectures and also in informal discussion point to scientific and technological frontiers be ing crossed with impressive speed. The present volume is offered as a permanent record for those who were present, and also with a view toward making the material available to a wider audience than were able to attend.

Artificial Animals for Computer Animation

Artificial Animals for Computer Animation

Author: Xiaoyuan Tu

Publisher: Springer

ISBN: 9783540465935

Category: Computers

Page: 182

View: 428

After nearly half a century of research, the Holy Grail of the ?eld of art- cial intelligence (AI) remains a comprehensive computational model capable of emulating the marvelous abilities of animals, including locomotion, p- ception, behavior, manipulation, learning, and cognition. The comprehensive modeling of higher animals –humans and other primates –remains elusive; However, the research documented in this monograph achieves nothing less than a functional computer model of certain species of lower animals that are by no means trivial in their complexity. Reported herein is the 1996 ACM Doctoral Dissertation Award winning work of Xiaoyuan Tu, which she carried out in the Department of Computer Science at the University of Toronto. Tu presents “arti?cial ?shes”, a rema- able computational model of familiar marine animals in their natural habitat. Originally conceived in the context of computer graphics, Tu’s is to date the only PhD dissertation from this major sub?eld of computer science (and the only thesis from a Canadian university) to win the coveted ACM award.

Modified Mass-spring System for Physically Based Deformation Modeling

Modified Mass-spring System for Physically Based Deformation Modeling

Author: Oussama Jarrousse

Publisher: KIT Scientific Publishing

ISBN: 9783866447424

Category: Technology (General)

Page: 244

View: 641

Mass-spring systems are considered the simplest and most intuitive of all deformable models. They are computationally efficient, and can handle large deformations with ease. But they suffer several intrinsic limitations. In this book a modified mass-spring system for physically based deformation modeling that addresses the limitations and solves them elegantly is presented. Several implementations in modeling breast mechanics, heart mechanics and for elastic images registration are presented.

Object-Oriented and Mixed Programming Paradigms

Object-Oriented and Mixed Programming Paradigms

Author: Peter Wisskirchen

Publisher: Springer Science & Business Media

ISBN: 9783642610622

Category: Computers

Page: 196

View: 261

The area of computer graphics is characterized by rapid evolution. New techniques in hardware and software developments, e. g. , new rendering methods, have led to new ap plications and broader acceptance of graphics in fields such as scientific visualization, multi-media applications, computer aided design, and virtual reality systems. The evolving functionality and the growing complexity of graphics algorithms and sys tems make it more difficult for the application programmer to take full advantage of these systems. Conventional programming methods are no longer suited to manage the increasing complexity, so new programming paradigms and system architectures are re quired. One important step in this direction is the introduction and use of object-oriented methods. Intuition teils us that visible graphical entities are objects, and experience has indeed shown that object-oriented software techniques are quite useful for graphics. The expressiveness of object-oriented languages compared to pure procedurallanguages gives the graphics application programmer much better support when transforming his mental intentions into computer code. Moreover, object-oriented software development is a, weil founded technology, allowing software to be built from reusable and extensible compo nents. This book contains selected, reviewed and thoroughly revised vers ions of papers submit ted to and presented at the Fourth Eurographies Workshops on Object-Oriented Graphics, held on May 9-11, 1994 in Sintra, Portugal.

Computer Animation

Computer Animation

Author: Rick Parent

Publisher: Elsevier

ISBN: 0080502504

Category: Computers

Page: 552

View: 735

Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation: Algorithms and Techniques will help work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction-information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success. * Expert instruction from a pace-setting computer graphics researcher. * Provides in-depth coverage of established and emerging animation algorithms. * For readers who lack a strong scientific background, introduces the necessary concepts from mathematics and physics. * Illustrates advanced programming techniques with highly detailed working examples. * Via the companion Web site, provides lecture notes from the author's course for professors, example animations based on the programs covered in the book, Java applets, and links to relevant Web sites. * Special contributions from Dave S. Ebert on Natural Phenomena in Chapter 5 * Special contributions from Scott King, Meg Geroch, Doug Roble, and Matt Lewis on Articulated Figures in Chapter 6.

Computer Graphics

Computer Graphics

Author:

Publisher: Academic Press

ISBN: 9781483297453

Category: Computers

Page: 503

View: 840

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 human computer interaction Contributors are international experts in the field Examines many real-world applications in a wide variety of fields