VSMM 2000
Title | VSMM 2000 PDF eBook |
Author | Hal Thwaites |
Publisher | IOS Press |
Pages | 750 |
Release | 2000 |
Genre | Computers |
ISBN | 9784274904073 |
Virtual Systems and Multimedia (VSMM 2001)
Title | Virtual Systems and Multimedia (VSMM 2001) PDF eBook |
Author | IEEE Computer Society Staff |
Publisher | I E E E |
Pages | 932 |
Release | 2001-11 |
Genre | Computers |
ISBN | 9780769514024 |
Papers from an October 2001 conference explore technologies and applications of enhanced environments, with a focus on the specific areas of virtual heritage, immersive art and creative technology, and virtual design in industry, architecture, and medicine. Topics include visualizing archaeological reconstruction, cemetery preservation and laser scanning, interactive TV, and a stereo vision-based augmented reality system with marker and natural feature tracking. Other topics include modeling electronic arts and ubiquitous computing in a virtual environment, design considerations for an oxygen flute, character- driven story generation in interactive storytelling, and the role of place in cyberspace. This work lacks a subject index. c. Book News Inc.
Algorithms and Networking for Computer Games
Title | Algorithms and Networking for Computer Games PDF eBook |
Author | Jouni Smed |
Publisher | John Wiley & Sons |
Pages | 497 |
Release | 2017-06-16 |
Genre | Computers |
ISBN | 1119259835 |
The essential guide to solving algorithmic and networking problems in commercial computer games, revised and extended Algorithms and Networking for Computer Games, Second Edition is written from the perspective of the computer scientist. Combining algorithmic knowledge and game-related problems, it explores the most common problems encountered in game programing. The first part of the book presents practical algorithms for solving “classical” topics, such as random numbers, procedural generation, tournaments, group formations and game trees. The authors also focus on how to find a path in, create the terrain of, and make decisions in the game world. The second part introduces networking related problems in computer games, focusing on four key questions: how to hide the inherent communication delay, how to best exploit limited network resources, how to cope with cheating and how to measure the on-line game data. Thoroughly revised, updated, and expanded to reflect the many constituent changes occurring in the commercial gaming industry since the original, this Second Edition, like the first, is a timely, comprehensive resource offering deeper algorithmic insight and more extensive coverage of game-specific networking problems than ordinarily encountered in game development books. Algorithms and Networking for Computer Games, Second Edition: Provides algorithmic solutions in pseudo-code format, which emphasises the idea behind the solution, and can easily be written into a programming language of choice Features a section on the Synthetic player, covering decision-making, influence maps, finite-state machines, flocking, fuzzy sets, and probabilistic reasoning and noise generation Contains in-depth treatment of network communication, including dead-reckoning, local perception filters, cheating prevention and on-line metrics Now includes 73 ready-to-use algorithms and 247 illustrative exercises Algorithms and Networking for Computer Games, Second Edition is a must-have resource for advanced undergraduate and graduate students taking computer game related courses, postgraduate researchers in game-related topics, and developers interested in deepening their knowledge of the theoretical underpinnings of computer games and in learning new approaches to game design and programming.
Thermo-Hydro-Mechanical Wood Processing
Title | Thermo-Hydro-Mechanical Wood Processing PDF eBook |
Author | Parvis Navi |
Publisher | CRC Press |
Pages | 374 |
Release | 2012-02-07 |
Genre | Science |
ISBN | 1439860424 |
Describing the history and state-of-the-art of the thermo-hydrous manipulation of wood, this book provides either a desk reference or a field manual of wood science. It examines the polymeric components of wood and its multilevel hierarchical structure that confer its unique general-purpose character and faculty for transformation. Exceeding all other material in its capacity to deform under controlled conditions and for a proscribed outcome, wood, under thermo-hydrous conditions, permits a multitude of industrial processes. Discussing the processes at work and the industrial applications, this book is a must for all interested in the manipulation of wood.
Digitally Archiving Cultural Objects
Title | Digitally Archiving Cultural Objects PDF eBook |
Author | Katsushi Ikeuchi |
Publisher | Springer Science & Business Media |
Pages | 515 |
Release | 2008-01-23 |
Genre | Computers |
ISBN | 0387758070 |
As our heritage deteriorates through erosion, human error or natural disasters, it has become more important than ever to preserve our past – even if it is in digital form only. This highly relevant work describes thorough research and methods for preserving cultural heritage objects through the use of 3D digital data. These methods were developed via computer vision and computer graphics technologies. They offer a way of passing our heritage down to future generations.
EAI International Conference on Technology, Innovation, Entrepreneurship and Education
Title | EAI International Conference on Technology, Innovation, Entrepreneurship and Education PDF eBook |
Author | Ping Zheng |
Publisher | Springer |
Pages | 198 |
Release | 2019-06-08 |
Genre | Technology & Engineering |
ISBN | 3030161307 |
This book presents the proceedings of the 2nd EAI International Conference on Technology, Innovation, Entrepreneurship and Education (TIE' 2018), which took place at Ravensbourne University London, London, UK, on September 4, 2018. The central theme of the conference is emerging technologies in relation to business, education, social and political needs that make modern society flourish. The proceedings feature papers from a cross-disciplinary audience that explore the process of creativity and innovation. The goal is that the various disciplines can learn from each other and see how they might benefit from the cross-fertilization of practices.
Crowd Simulation
Title | Crowd Simulation PDF eBook |
Author | Daniel Thalmann |
Publisher | Springer Science & Business Media |
Pages | 305 |
Release | 2012-10-03 |
Genre | Computers |
ISBN | 1447144503 |
Research into the methods and techniques used in simulating crowds has developed extensively within the last few years, particularly in the areas of video games and film. Despite recent impressive results when simulating and rendering thousands of individuals, many challenges still exist in this area. The comparison of simulation with reality, the realistic appearance of virtual humans and their behavior, group structure and their motion, and collision avoidance are just some examples of these challenges. For most of the applications of crowds, it is now a requirement to have real-time simulations – which is an additional challenge, particularly when crowds are very large. Crowd Simulation analyses these challenges in depth and suggests many possible solutions. Daniel Thalmann and Soraia Musse share their experiences and expertise in the application of: · Population modeling · Virtual human animation · Behavioral models for crowds · The connection between virtual and real crowds · Path planning and navigation · Visual attention models · Geometric and populated semantic environments · Crowd rendering The second edition presents techniques and methods developed since the authors first covered the simulation of crowds in 2007. Crowd Simulation includes in-depth discussions on the techniques of path planning, including a new hybrid approach between navigation graphs and potential-based methods. The importance of gaze attention – individuals appearing conscious of their environment and of others – is introduced, and a free-of-collision method for crowds is also discussed.