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. FeaturesFilled 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.
Despite the availability of cheap, fast, accurate and usable eye trackers, there is little information available on how to develop, implement and use these systems. This 2nd edition of the successful ...guide contains significant additional material on the topic and aims to fill that gap in the market by providing an accessible comprehensive introduction. Additional key features of the 2nd edition include: Technical description of new (state-of-the-art) eye tracking technology (new chapters 9, 10, and 11), a complete whole new Part describing experimental methodology including experimental design, empirical guidelines, and 5 case studies (new chapters 13, 14, and 15), survey material regarding recent research publications included within Part IV. This second edition is a invaluable guide for practitioners responsible for developing or implementing an eye tracking system, as can also be used as a teaching text for relevant modules on advanced undergraduate and postgraduate courses.
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FIS, FZAB, GEOZS, GIS, IJS, IMTLJ, KILJ, KISLJ, MFDPS, NUK, OBVAL, OILJ, PNG, SAZU, SBCE, SBJE, SBMB, SBNM, UKNU, UL, UM, UPUK, VKSCE, ZAGLJ
The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch ...budgets and schedules to the breaking point. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it's on to the methods themselves. Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. You'll learn to apply these techniques, and you'll also learn how to create your own. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms. * The first book on a major development in computer graphics by the pioneers in the field * Shows how 3D images can be manipulated as easily as 2D images are with Photoshop
Digital Geometry Klette, Reinhard; Rosenfeld, Azriel
2004, 2004-09-04
eBook
Digital geometry is about deriving geometric information from digital pictures. The field emerged from its mathematical roots some forty-years ago through work in computer-based imaging, and it is ...used today in many fields, such as digital image processing and analysis (with applications in medical imaging, pattern recognition, and robotics) and of course computer graphics. Digital Geometry is the first book to detail the concepts, algorithms, and practices of the discipline. This comphrehensive text and reference provides an introduction to the mathematical foundations of digital geometry, some of which date back to ancient times, and also discusses the key processes involved, such as geometric algorithms as well as operations on pictures. *A comprehensive text and reference written by pioneers in digital geometry, image processing and analysis, and computer vision *Provides a collection of state-of-the-art algorithms for a wide variety of geometrical picture analysis tasks, including extracting data from digital images and making geometric measurements on the data *Includes exercises, examples, and references to related or more advanced work.
Physically Based Rendering, Second Edition, describes both the mathematical theory behind a modern photorealistic rendering system as well as its practical implementation. A method known as literate ...programming combines human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, you will learn to design and employ a full-featured rendering system for creating stunning imagery. This new edition greatly refines its best-selling predecessor by streamlining all obsolete code as well as adding sections on parallel rendering and system design; animating transformations; multispectral rendering; realistic lens systems; blue noise and adaptive sampling patterns and reconstruction; measured BRDFs; and instant global illumination, as well as subsurface and multiple-scattering integrators. These updates reflect the current state-of-the-art technology, and along with the lucid pairing of text and code, ensure the book's leading position as a reference text for those working with images, whether it is for film, video, photography, digital design, visualization, or gaming. * The book that won its authors a 2014 Academy Award for Scientific and Technical Achievement from the Academy of Motion Picture Arts and Sciences * New sections on subsurface scattering, Metropolis light transport, precomputed light transport, multispectral rendering, and much more * Includes a companion site complete with source code for the rendering system described in the book, with support for Windows, OS X, and Linux: visit www.pbrt.org * Code and text are tightly woven together through a unique indexing feature that lists each function, variable, and method on the page that they are first described
Programski jezik Logo jedan je od prvih programskih jezika za poučavanje djece nastao još 1966., a primarno je služio za učenje geometrije. Logo se temelji na ideji kornjačine grafike, koja je i ...danas još uvijek itekako prisutna u razvijanju računalnog razmišljanja i za početno učenje programiranja. Jasno je da je u vrijeme nastajanja Loga ideja osobnog računala bila tek ideja iz znanstvene fantastike, pa i samog računarstva kao samostalne znanstvene discipline. Unatoč tome, vizionarski pogled Seymoura Paperta postavio je temelje računalnog razmišljanja i poučavanja programiranja od najranije dobi koji su danas sveprisutni. Kako je Papert bio primarno matematičar, s predmetom zanimanja za poučavanje matematike, tako je Logo zapravo nastao u svrhu poučavanje geometrije i olakšavanja djeci savladavanja osnovnih pojmova iz područja geometrije kao što su mnogokuti. Ipak, nema puno istraživanja koja se bave istraživanjem utjecaja Loga na razumijevanje osnovnih pojmova geometrije. Cilj ovog rada je istražiti utjecaj korištenja programskog jezika Logo u poučavanju geometrije koja se obrađuje u osmim razredima osnovne škole, s naglaskom na osnovne pojmove o mnogokutima, identificirati učestale pogreške pri učenju mnogokuta te ocijeniti učinkovitost Logo programa u poticanju interaktivnog učenja geometrije. U ovom istraživanju koristile su se kvalitativne i kvantitativne metode kako bi se pružio sveobuhvatan uvid u ovu temu. Istraživanje je pokazalo da primjena kornjačine grafike u programskom jeziku Logo u poučavanju osnovnih pojmova o mnogokutima rezultira boljim razumijevanjem pojmova mnogokuta kod učenika te potiče interaktivno učenje geometrije.
The Logo programming language is one of the first programming languages designed for children, originating in 1966 primarily for teaching geometry. The logo is based on the concept of turtle graphics, which remains prevalent today in developing computational thinking and for initial programming education. It is clear that at the time of Logo's inception, the idea of personal computers was still in the realm of science fiction, as was computer science as an independent discipline. However, Seymour Papert's visionary outlook laid the foundation for computational thinking and programming education from an early age, which is ubiquitous today. As Papert was primarily a mathematician with a focus on mathematics education, Logo was developed specifically for teaching geometry and facilitating children's understanding of basic geometric concepts such as polygons. Nevertheless, there is limited research on the impact of Logo on the understanding of basic geometric concepts. This study aims to investigate the influence of using the Logo programming language in teaching geometry to eighth graders, with a focus on fundamental polygon concepts, identify common errors in learning polygons, and assess the effectiveness of the Logo program in promoting interactive geometry learning. This research utilized both qualitative and quantitative methods to provide a comprehensive insight into this topic. The study showed that the implementation of turtle graphics in the Logo programming language for teaching basic polygon concepts results in a better understanding of polygon concepts among students and encourages interactive geometry learning.
Ray Tracing Gems II Marrs, Adam; Shirley, Peter; Wald, Ingo
2021, 2021-08-04
eBook
Open access
"The digital version of this book is available now for free – with the print version following very soon! This Open Access book is a must-have for anyone interested in real-time rendering. Ray ...tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more. Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs. What You'll Learn: The latest ray tracing techniques for developing real-time applications in multiple domains Case studies from developers and studios who have shipped products that use real-time ray tracing. Guidance, advice and best practices for rendering applications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing) High performance graphics for 3D graphics, virtual reality, animation, and more Who This Book Is For: Game and graphics developers who are looking to leverage the latest hardware and software tools for real-time rendering and ray tracing to enhance their applications across a variety of disciplines."
System graficznego rozpoznawania ruchomych obiektów to rozwiązanie, które może być bardzo szeroko stosowane w życiu codziennym. Taki system powinien rozpoznać obiekty określone przez użytkownika ...przed jego uruchomieniem. Algorytmy stosowane w tym systemie powinny mieć dużą szybkość i dokładność. Istnieje wiele rozwiązań dla takich algorytmów, które wykorzystują wiele różnych technik i ustawień. W artykule przedstawiono podstawowe pojęcia i zasady systemu rozpoznawania obiektów mobilnych, a także przedstawiono koncepcję nowego systemu graficznego do rozpoznawania obiektów mobilnych, który ma większe możliwości niż systemy dotychczas używane.
Di era digital ini, teknologi mengalami kemajuan pesat, termasuk penggunaan augmented reality yang semakin populer. Perpaduan elemen virtual dan dunia nyata oleh augmented reality menciptakan ...interaksi pengguna yang berkesan dan dinamis. Munculnya alat-alat ini mempermudah pengintegrasian augmented reality ke dalam aplikasi web. Dengan memanfaatkan mentahan shader mentah dari WebGL dan GLSL, tujuan penelitian ini adalah untuk menyelidiki dan membangun lingkungan augmented reality berbasis web melalui library Three.js. WebGL berfungsi sebagai standar otoritatif untuk rendering grafis 3D dalam antarmuka berbasis web, sedangkan GLSL berfungsi sebagai bahasa skrip yang bertanggung jawab untuk mengatur presentasi visual yang dihasilkan oleh WebGL. Three.js berfungsi sebagai perangkat JavaScript yang dirancang untuk membuat grafik 3D interaktif berbasis web. Dalam studi ini, eksplorasi shader mentah dari WebGL dan GLSL dilakukan untuk menganalisis pengalaman web augmented reality. Shader yang diimplementasikan digabungkan dengan Three.js dan AR.js untuk membangun atmosfer augmented reality yang menawan. Selanjutnya dilakukan perbandingan antara hasil penggunaan GLSL dan WebGL dalam konteks augmented reality di web. Analisis menunjukkan bahwa GLSL mengungguli WebGL dalam skenario augmented reality berbasis web. Shader GLSL memberikan kinerja yang lebih baik untuk menampilkan objek virtual di augmented reality.
Abstract
In this digital era, technology has changed rapidly advancements, including the usage of augmented reality, which has become increasingly popular. The fusion of virtual and real-world elements by augmented reality creates memorable and dynamic user interactions. The emergence of these tools has made it simpler to integrate augmented reality into web applications. By leveraging raw WebGL and GLSL shaders, we aim to investigate and establish web-based augmented reality environments via the Three.js library. WebGL serves as the authoritative standard for 3D graphical rendering within web-based interfaces, whereas GLSL functions as the scripting language responsible for regulating the visual presentation produced by WebGL. Three.js serves as a JavaScript toolset designed to create interactive, web-based 3D graphics. In this study, an exploration of raw WebGL and GLSL shaders is conducted to analyze the augmented reality web experience. The implemented shaders are combined with Three.js and AR.js tools to construct a captivating augmented reality atmosphere. Furthermore, a comparison is made between the results of using GLSL and WebGL in the context of augmented reality on the web. The analysis demonstrates that GLSL outperforms WebGL in web-based augmented reality scenarios. GLSL shaders provide better performance for displaying virtual objects in augmented reality.