The Wall Street Journal Guide to Information Graphics: The Dos and Don'ts of Presenting Data, Facts, and Figures

The Wall Street Journal Guide to Information Graphics: The Dos and Don'ts of Presenting Data, Facts, and Figures
Author: Dona M. Wong
Publisher: W. W. Norton & Company
Total Pages: 153
Release: 2013-12-16
Genre: Business & Economics
ISBN: 039360974X

The definitive guide to the graphic presentation of information. In today’s data-driven world, professionals need to know how to express themselves in the language of graphics effectively and eloquently. Yet information graphics is rarely taught in schools or is the focus of on-the-job training. Now, for the first time, Dona M. Wong, a student of the information graphics pioneer Edward Tufte, makes this material available for all of us. In this book, you will learn: to choose the best chart that fits your data; the most effective way to communicate with decision makers when you have five minutes of their time; how to chart currency fluctuations that affect global business; how to use color effectively; how to make a graphic “colorful” even if only black and white are available. The book is organized in a series of mini-workshops backed up with illustrated examples, so not only will you learn what works and what doesn’t but also you can see the dos and don’ts for yourself. This is an invaluable reference work for students and professional in all fields.

Geometric Tools for Computer Graphics

Geometric Tools for Computer Graphics
Author: Philip Schneider
Publisher: Elsevier
Total Pages: 1053
Release: 2002-10-10
Genre: Computers
ISBN: 0080478026

Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more. If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices. Features - Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors. - Covers problems relevant for both 2D and 3D graphics programming. - Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you. - Provides the math and geometry background you need to understand the solutions and put them to work. - Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode. - Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.* Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.* Covers problems relevant for both 2D and 3D graphics programming.* Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.* Provides the math and geometry background you need to understand the solutions and put them to work.* Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.* Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.

Advances in 3D Geoinformation

Advances in 3D Geoinformation
Author: Alias Abdul-Rahman
Publisher: Springer
Total Pages: 508
Release: 2016-10-17
Genre: Science
ISBN: 3319256912

The book presents a collection of accepted papers from the 3DGeoinfo 2015 international conference held in Kuala Lumpur, Malaysia from October 28 – 30, 2015. All papers underwent double-blind review by experts from around the globe. The conference brought together pioneering international researchers and practitioners to facilitate the dialogue on emerging topics in the field of 3D geo-information. The focus areas include: - Data Collection and Modeling: advanced approaches for 3D data collection, reconstruction and methods for representation- Data Management: topological, geometrical and network models for maintenance of 3D geoinformation- Data Analysis and Visualization: frameworks for representing 3D spatial relationships, 3D spatial analysis and algorithms for navigation, interpolation, advanced VR, AR and MR visualisation, as well as 3D visualization on mobile devices- 3D Applications: city models, Cadastre, LBS, etc.

Handbook of Digital Image Synthesis

Handbook of Digital Image Synthesis
Author: Vincent Pegoraro
Publisher: CRC Press
Total Pages: 880
Release: 2016-12-12
Genre: Computers
ISBN: 1315395215

The Handbook of Digital Image Synthesis is the most up-to-date reference guide in the rapidly developing field of computer graphics. A wide range of topics, such as, applied mathematics, data structures, and optical perception and imaging help to provide a well-rounded view of the necessary formulas for computer rendering. In addition to this diverse approach, the presentation of the material is substantiated by numerous figures and computer-generated images. From basic principles to advanced theories, this book, provides the reader with a strong foundation of computer formulas and rendering through a step-by-step process. . Key Features: Provides unified coverage of the broad range of fundamental topics in rendering Gives in-depth treatment of the basic and advanced concepts in each topic Presents a step-by-step derivation of the theoretical results needed for implementation Illustrates the concepts with numerous figures and computer-generated images Illustrates the core algorithms using platform-independent pseudo-code

Computer Vision - ECCV 2004

Computer Vision - ECCV 2004
Author: Tomas Pajdla
Publisher: Springer
Total Pages: 648
Release: 2004-05-11
Genre: Computers
ISBN: 3540246711

Welcome to the proceedings of the 8th European Conference on Computer - sion! Following a very successful ECCV 2002, the response to our call for papers was almost equally strong – 555 papers were submitted. We accepted 41 papers for oral and 149 papers for poster presentation. Several innovations were introduced into the review process. First, the n- ber of program committee members was increased to reduce their review load. We managed to assign to program committee members no more than 12 papers. Second, we adopted a paper ranking system. Program committee members were asked to rank all the papers assigned to them, even those that were reviewed by additional reviewers. Third, we allowed authors to respond to the reviews consolidated in a discussion involving the area chair and the reviewers. Fourth, thereports,thereviews,andtheresponsesweremadeavailabletotheauthorsas well as to the program committee members. Our aim was to provide the authors with maximal feedback and to let the program committee members know how authors reacted to their reviews and how their reviews were or were not re?ected in the ?nal decision. Finally, we reduced the length of reviewed papers from 15 to 12 pages. ThepreparationofECCV2004wentsmoothlythankstothee?ortsofthe- ganizing committee, the area chairs, the program committee, and the reviewers. We are indebted to Anders Heyden, Mads Nielsen, and Henrik J. Nielsen for passing on ECCV traditions and to Dominique Asselineau from ENST/TSI who kindly provided his GestRFIA conference software. We thank Jan-Olof Eklundh and Andrew Zisserman for encouraging us to organize ECCV 2004 in Prague.

Essential Mathematics for Games and Interactive Applications

Essential Mathematics for Games and Interactive Applications
Author: James M. Van Verth
Publisher: CRC Press
Total Pages: 706
Release: 2008-05-19
Genre: Art
ISBN: 0123742978

Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.

Real-Time Rendering, Fourth Edition

Real-Time Rendering, Fourth Edition
Author: Tomas Akenine-Möller
Publisher: CRC Press
Total Pages: 1199
Release: 2018-08-06
Genre: Computers
ISBN: 1351816152

Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

Handbook of Virtual Humans

Handbook of Virtual Humans
Author: Nadia Magnenat-Thalmann
Publisher: John Wiley & Sons
Total Pages: 468
Release: 2005-10-31
Genre: Computers
ISBN: 0470023171

Virtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body motion, body modelling, hair simulation, expressive speech simulation and facial communication, interaction with 3D objects, rendering skin and clothes and the standards for Virtual Humans. Written by a team of current and former researchers at MIRALab, University of Geneva or VRlab, EPFL, this book is the definitive guide to the area. Explains the concept of avatars and autonomous virtual actors and the main techniques to create and animate them (body and face). Presents the concepts of behavioural animation, crowd simulation, intercommunication between virtual humans, and interaction between real humans and autonomous virtual humans Addresses the advanced topics of hair representation and cloth animation with applications in fashion design Discusses the standards for Virtual Humans, such as MPEG-4 Face Animation and MPEG-4 Body Animation.

Modeling Approaches and Computational Methods for Particle-laden Turbulent Flows

Modeling Approaches and Computational Methods for Particle-laden Turbulent Flows
Author: Shankar Subramaniam
Publisher: Academic Press
Total Pages: 588
Release: 2022-10-20
Genre: Technology & Engineering
ISBN: 0323901344

Modelling Approaches and Computational Methods for Particle-laden Turbulent Flows introduces the principal phenomena observed in applications where turbulence in particle-laden flow is encountered while also analyzing the main methods for analyzing numerically. The book takes a practical approach, providing advice on how to select and apply the correct model or tool by drawing on the latest research. Sections provide scales of particle-laden turbulence and the principal analytical frameworks and computational approaches used to simulate particles in turbulent flow. Each chapter opens with a section on fundamental concepts and theory before describing the applications of the modelling approach or numerical method. Featuring explanations of key concepts, definitions, and fundamental physics and equations, as well as recent research advances and detailed simulation methods, this book is the ideal starting point for students new to this subject, as well as an essential reference for experienced researchers. - Provides a comprehensive introduction to the phenomena of particle laden turbulent flow - Explains a wide range of numerical methods, including Eulerian-Eulerian, Eulerian-Lagrange, and volume-filtered computation - Describes a wide range of innovative applications of these models