Research, development, and applications in computer graphics have dramatically expanded in recent years. Because of decreasing prices, superior hardware is now being used and image quality is better than ever. Many people now require image-synthesis techniques and software for their applicaions. Moreover, the techniques of computer ani mation have become very popular. In this book, we present a wide range of applications of computer graphics. This book is a collection of 44 papers in various areas of computer graphics selected from papers presented at Graphics Interface '85. Graphics...
Research, development, and applications in computer graphics have dramatically expanded in recent years. Because of decreasing prices, superior hardwa...
Image Synthesis: Theory and Practice is the first book completely dedicated to the numerous techniques of image synthesis. Both theoretical and practical aspects are treated in detail. Numerous impressive computer-generated images are used to explain the most advanced techniques in image synthesis. The book contains a detailed description of the most fundamental algorithms; other less important algorithms are summarized or simply listed. This volume is also a unique handbook of mathematical formulae for image synthesis. The four first chapters of the book survey the basic techniques of...
Image Synthesis: Theory and Practice is the first book completely dedicated to the numerous techniques of image synthesis. Both theoretical and...
Computer Science Workbench is a monograph series which will provide you with an in-depth working knowledge of current developments in computer technology. Every volume in this series will deal with a topic of importance in computer science and elaborate on how you yourself can build systems related to the main theme. You will be able to develop a variety of systems, including computer software tools, computer gra phics, computer animation, database management systems, and compu ter-aided design and manufacturing systems. Computer Science Work bench represents an important new contribution in...
Computer Science Workbench is a monograph series which will provide you with an in-depth working knowledge of current developments in computer technol...
This book contains several invited papers and a selection of research papers submitted to Computer Animation '92, the fourth international workshop on Computer Animation, which was held in Geneva on May 20-22. This workshop, now an annual event, has been organized by the Computer Graphics Society, the University of Geneva, and the Swiss Federal Institute of Technology in Lausanne. During the international workshop on Computer Animation '92, the fifth Computer-generated Film Festival of Geneva, was held. The book presents original research results and applications experience in various areas...
This book contains several invited papers and a selection of research papers submitted to Computer Animation '92, the fourth international workshop on...
Computer Animation '90, the second international workshop on computer animation, was held in Geneva, Switzerland, on April 25-27, 1990. This book contains invited papers and a selection of research papers submitted to this workshop. The contributions address original research as well as results achieved in a number of fields of computer animation including scientific visualization, human animation, behavioral animation, and motion control.
Computer Animation '90, the second international workshop on computer animation, was held in Geneva, Switzerland, on April 25-27, 1990. This b...
This volume presents the proceedings of COMPUTER GRAPHICS INTERNATIONAL '93 (COl '93), the Eleventh International Conference of the Computer Graphics Society (CGS), COl '93 has been held in Lausanne, Switzerland from June 21-25,1993 under the theme Communicating with Virtual Worlds. Since its foundation in 1983, COl conference has continued to attract high qUality research articles in all aspects of computer graphics and its applications. Previous conferences in this series were held in Japan (1983-1987), in Switzerland (1988), in the United Kingdom (1989), in Singapore (1990), in the United...
This volume presents the proceedings of COMPUTER GRAPHICS INTERNATIONAL '93 (COl '93), the Eleventh International Conference of the Computer Graphics ...
This book contains invited papers and a selection of research papers submitted to Computer Animation '91, the third international work shop on Computer Animation, which was held in Geneva on May 22-24. This workshop, now an annual event, has been organized by the Computer Graphics Society, the University of Geneva, and the Swiss Federal Institute of Technology in Lausanne. During the international workshop on Computer Animation '91, the fourth Computer-generated Film Festival of Geneva, was held. The book presents original research results and applications experience of the various areas of...
This book contains invited papers and a selection of research papers submitted to Computer Animation '91, the third international work shop on Compute...
This book contains the invited papers and a selection of research papers submitted to Computer Animation '93, the fifth international workshop on Computer Animation, which was held in Geneva on June 16-18, 1993. This workshop, now an annual event, has been organized by the Computer Graphics Society, the University of Geneva, and the Swiss Federal Institute of Technology in Lausanne. During the international workshop on Computer Animation '93, the sixth Computer-generated Film Festival of Geneva, was also held. The volume presents original research results and applications experience to the...
This book contains the invited papers and a selection of research papers submitted to Computer Animation '93, the fifth international workshop on Comp...
Deformable avatars are virtual humans that deform themselves during motion. This implies facial deformations, body deformations at joints, and global deformations. Simulating deformable avatars ensures a more realistic simulation of virtual humans. The research requires models for capturing of geometrie and kinematic data, the synthesis of the realistic human shape and motion, the parametrisation and motion retargeting, and several appropriate deformation models. Once a deformable avatar has been created and animated, the researcher must model high-level behavior and introduce agent...
Deformable avatars are virtual humans that deform themselves during motion. This implies facial deformations, body deformations at joints, and global ...