Interactive Web-Based Virtual Reality with Java 3D

Interactive Web-Based Virtual Reality with Java 3D
Author: Ko, Chi Chung
Publisher: IGI Global
Total Pages: 492
Release: 2008-07-31
Genre: Computers
ISBN: 1599047918

"This book provides both advanced and novice programmers with comprehensive, detailed coverage of all of the important issues in Java 3D"--Provided by publisher.

3D Games

3D Games
Author: Alan H. Watt
Publisher: Addison Wesley Publishing Company
Total Pages: 858
Release: 2001
Genre: Computers
ISBN:

Accompanying CD-ROM in v. 1 contains ... "full Fly 3 D SDK including source code for Fly3D.dll, front-ends, plug-ins and utilities; 5 demo levels: car, walk (2 levels), ship (2 levels); Engine Reference Manual and tutorials in HTML; book images."--Page 4 of cover.

Exploring Geovisualization

Exploring Geovisualization
Author: J. Dykes
Publisher: Elsevier
Total Pages: 733
Release: 2005-02-10
Genre: Science
ISBN: 0080531474

Sophisticated interactive maps are increasingly used to explore information - guiding us through data landscapes to provide information and prompt insight and understanding. Geovisualization is an emerging domain that draws upon disciplines such as computer science, human-computer interactiondesign, cognitive sciences, graphical statistics, data visualization, information visualization, geographic information science and cartography to discuss, develop and evaluate interactive cartography.This review and exploration of the current and future status of geovisualization has been produced by key researchers and practitioners from around the world in various cognate fields ofstudy. The thirty-six chapters present summaries of work undertaken, case studies focused on new methods and their application, system descriptions, tests of their implementation, plans for collaboration and reflections on experiences of using and developing geovisualization techniques.In total, over 50 pages of color are provided in the book along with more than 250 color images on an enclosed CD-ROM.

Digital Human Modeling

Digital Human Modeling
Author: Vincent G. Duffy
Publisher: Springer Science & Business Media
Total Pages: 546
Release: 2011-06-24
Genre: Computers
ISBN: 3642217982

This book constitutes the refereed proceedings of the Third International Conference on Digital Human Modeling, ICDHM 2011, held in Orlando, FL, USA in July 2011. The 58 revised papers presented were carefully reviewed and selected from numerous submissions. The papers accepted for presentation thoroughly cover the thematic area of anthropometry applications, posture and motion modeling, digital human modeling and design, cognitive modeling, and driver modeling.

Real-Time Rendering

Real-Time Rendering
Author: Tomas Akenine-Möller
Publisher: CRC Press
Total Pages: 1046
Release: 2019-01-18
Genre: Computers
ISBN: 1315362007

Thoroughly revised, this third 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. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

Advances in Web Based Learning -- ICWL 2006

Advances in Web Based Learning -- ICWL 2006
Author: Wenyin Liu
Publisher: Springer Science & Business Media
Total Pages: 389
Release: 2006-11-08
Genre: Computers
ISBN: 3540490272

This book contributes the thoroughly refereed post-proceedings of the 5th International Conference on Web-Based Learning, ICWL 2006, held in Penang, Malaysia in July 2006. The 31 revised full papers cover such topics as personalization in e-learning, designs, model and framework of e-learning systems, implementations and evaluations of e-learning systems, learning resource deployment, organization and management, and tools in e-learning.

Real-Time 3D Graphics with WebGL 2

Real-Time 3D Graphics with WebGL 2
Author: Farhad Ghayour
Publisher: Packt Publishing Ltd
Total Pages: 491
Release: 2018-10-31
Genre: Computers
ISBN: 1788837878

This book is a complete course on computer graphics covering topics such as rendering, 3D math, lighting, cameras, and much more. It will be your trust-worthy companion in developing immersive experiences with WebGL, a hardware-accelerated technology in the browser without installing additional software.

High-Quality Illumination of Virtual Objects Based on an Environment Estimation in Mixed Reality Applications

High-Quality Illumination of Virtual Objects Based on an Environment Estimation in Mixed Reality Applications
Author: Tobias Schwandt
Publisher: Springer Nature
Total Pages: 141
Release: 2021-08-30
Genre: Computers
ISBN: 3658351926

Visualizations of virtual objects in the real environment is often done by a simplified representation with simple surfaces and without reference to the surrounding environment. The seamless fusion of the virtual and real environment is, however, an essential factor in many areas, which is of particular importance when calculating lighting in mixed realities on mobile devices. Current approaches focus on approximations, which allow the calculation of diffuse lighting, whereby the rendering of glossy reflection properties is often neglected. The aim of this book is to enable the visualization of mirror-like reflective surfaces in mixed reality. In order to achieve this goal, various approaches are explored enabling high-quality visualization of virtual objects in realtime with a focus on the use of common hardware such as cameras, sensors in mobile devices, and partially depth sensors. Complete ambient lighting can be estimated, which enables detailed reflections. The results provide a novel way to embed complex and simple geometric shapes with glossy surfaces in the real world which offers a higher level of detail in the reflections without using additional hardware.

Telepresence: Actual and Virtual

Telepresence: Actual and Virtual
Author: Thomas B. Sheridan
Publisher: CRC Press
Total Pages: 128
Release: 2022-11-15
Genre: Computers
ISBN: 1000774120

Telepresence: Actual and Virtual explores the history of telepresence from the 1948 developments of master–slave manipulation, through to current telepresence technology used in space, undersea, surgery and telemedicine, operations in nuclear and other hazardous environments, policing and surveillance, agriculture, construction, mining, warehousing, education, amusement, social media, and other contexts. It also describes the various operator hand and body controls and the corresponding telerobotic actuation of robotic hands, arms, and locomotion. This book reviews the sensing and control technology, its history and likely future, and discusses the many research and policy issues that are raised. The book also takes up key questions relating to social and ethical issues, given that a person’s mechanical reach is becoming unlimited, enabling one to perform mischievous or harmful acts without identification, and what that portends for future developments in telepresence, including regulation and recommended directions of development. The primary audience for this book is professionals interested in human–robot interaction, human factors engineering, virtual reality, applications to space and undersea exploration, telemedicine and telesurgery, firefighting, mechanized agriculture, policing, drone surveillance, warehouse parts' fetching, mining, and military operations.

Gesture-Based Communication in Human-Computer Interaction

Gesture-Based Communication in Human-Computer Interaction
Author: Antonio Camurri
Publisher: Springer
Total Pages: 571
Release: 2011-04-02
Genre: Computers
ISBN: 3540245987

Research on the multifaceted aspects of modeling, analysis, and synthesis of - man gesture is receiving growing interest from both the academic and industrial communities. On one hand, recent scienti?c developments on cognition, on - fect/emotion, on multimodal interfaces, and on multimedia have opened new perspectives on the integration of more sophisticated models of gesture in c- putersystems.Ontheotherhand,theconsolidationofnewtechnologiesenabling “disappearing” computers and (multimodal) interfaces to be integrated into the natural environments of users are making it realistic to consider tackling the complex meaning and subtleties of human gesture in multimedia systems, - abling a deeper, user-centered, enhanced physical participation and experience in the human-machine interaction process. The research programs supported by the European Commission and s- eral national institutions and governments individuated in recent years strategic ?elds strictly concerned with gesture research. For example, the DG Infor- tion Society of the European Commission (www.cordis.lu/ist) supports several initiatives, such as the “Disappearing Computer” and “Presence” EU-IST FET (Future and Emerging Technologies), the IST program “Interfaces & Enhanced Audio-Visual Services” (see for example the project MEGA, Multisensory - pressive Gesture Applications, www.megaproject.org), and the IST strategic - jective “Multimodal Interfaces.” Several EC projects and other funded research are represented in the chapters of this book. Awiderangeofapplicationscanbene?tfromadvancesinresearchongesture, from consolidated areas such as surveillance to new or emerging ?elds such as therapy and rehabilitation, home consumer goods, entertainment, and aud- visual, cultural and artistic applications, just to mention only a few of them.