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17 papers report on the latest scientific advances in the fields of immersive projection technology and virtual environments. The main topics included here are human computer interaction (user interfaces, interaction techniques), software developments (virtual environment applications, rendering techniques), and input/output devices.
17 papers report on the latest scientific advances in the fields of immersive projection technology and virtual environments. The main topics included here are human computer interaction (user interfaces, interaction techniques), software developments (virtual environment applications, rendering techniques), and input/output devices.
17 papers report on the latest scientific advances in the fields of immersive projection technology and virtual environments. The main topics included here are human computer interaction (user interfaces, interaction techniques), software developments (virtual environment applications, rendering techniques), and input/output devices.
17 papers report on the latest scientific advances in the fields of immersive projection technology and virtual environments. The main topics included here are human computer interaction (user interfaces, interaction techniques), software developments (virtual environment applications, rendering techniques), and input/output devices.
This book contains the proceedings of the lih Eurographics Workshop on Rendering, th which took place from the 25 to the 27th of June, 2001, in London, United Kingdom. Over the past 11 years, the workshop has become the premier forum dedicated to research in rendering. Much of the work in rendering now appearing in other conferences and journals builds on ideas originally presented at the workshop. This year we received a total of 74 submissions. Each paper was carefully reviewed by two of the 28 international programme committee members, as well as external reviewers, selected by the co-chairs from a pool of 125 individuals. In this review process, all submissions and reviews were handled electronically, with the exception of videos submitted with a few of the papers. The overall quality of the submissions was exceptionally high. Space and time constraints forced the committee to make some difficult decisions. In the end, 29 by papers were accepted, and they appear here. Almost all papers are accompanied color images, which appear at the end of the book. The papers treat the following varied topics: methods for local and global illumination, techniques for acquisition and modeling from images, image-based rendering, new image representations, hardware assisted methods, shadow algorithms, visibility, perception, texturing, and filtering. Each year, in addition to the reviewed contributions, the workshop includes invited presentations from internationally recognized experts.
This volume contains the research papers presented at the 12th Eurographics Workshop on Computer Animation and Simulation, Manchester, UK, September 2-3, 2001. The workshop is an international forum for research in computer-animation and simulation. This year, we choose to give a special focus on the modelling and animation of complex phenomena. This includes the modelling of virtual creature- from their body-parts to the control of their behavior, and the animation of natural phenomena such as water, smoke, fire and vegetation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 2 members of the international program committee and additional reviewers. Based on the reviews, 16 papers were accepted. We added to the final program an invited talk by Jos Stam. We wish to thank all reviewers for their time and effort in working within the rigid constraints of the tight schedule, thereby making it possible to publish this volume in time for the workshop. We also thank the authors for their contributions to the workshop, without whom this unique forum for animation and simulation work would not exist.
This book presents the results of EG Multimedia'2001, the Sixth Eurographics th th Workshop on Multimedia, held in Manchester, UK, on the 8 and 9 of September, 2001. All six such workshops are successful examples of fruitful international cooperation under the auspices of the Eurographics working group on Multimedia. The workshop covered a wide range of subjects, from media production to content processing and delivery, with a special focus on issues related to interactive video environments. These Dcluded standards and approaches for interactive television, hypervideo, collaborative video, augmented reality, mobile multimedia, the integration of TV and the Web, content analysis, processing and presentation. The program consisted of two invited keynote presentations, eighteen technical papers and one demonstration, attracting a diverse world-wide group of thirty attendees. Technical papers were organized in six sessions spanning the two days: 3D in Multimedia, Multimedia Architectures and Authoring, \ideo and Coding, Content Based Retrieval and Security, Interactive Media and Interactive TV. The demonstration presented a multimedia system for aerobics and fitness training, exploring the combination of sound and interactive graphics in an effective manner. The keynote presentation by V. Michael Bove provided insights into new architectures for large scale pervasive computing. The second invited presentation by Glorianna Davenport discussed the relations between creativity and interactive movies as participatory art enabled by new media.
Volume graphics is in the process of evolving into a general graphics technology. The papers included in this book are testimonial to the wide spectrum of unique applications and solutions that volumetric representations are able to offer. They span a wide range of topics pertinent to volume graphics: volume-based modeling, volume data acquisition and generation, volume rendering using software, hardware, and hybrid approaches, theoretical considerations, and a number of applications and case studies. This books provides a valuable, comprehensive, and up-to-date source of information on this rapidly evolving technology.
Networked Graphics equips programmers and designers with a thorough grounding in the techniques used to create truly network-enabled computer graphics and games. Written for graphics/game/VE developers and students, it assumes no prior knowledge of networking.The text offers a broad view of what types of different architectural patterns can be found in current systems, and readers will learn the tradeoffs in achieving system requirements on the Internet. It explains the foundations of networked graphics, then explores real systems in depth, and finally considers standards and extensions.Numerous case studies and examples with working code are featured throughout the text, covering groundbreaking academic research and military simulation systems, as well as industry-leading game designs. Everything designers need to know when developing networked graphics and games is covered in one volume - no need to consult multiple sources The many examples throughout the text feature real simulation code in C++ and Java that developers can use in their own design experiments Case studies describing real-world systems show how requirements and constraints can be managed
This book contains the papers presented at the 12th Eurographics Symposium on Virtual Environments, organized by the Eurographics Association in co-operation with ACM SIGGRAPH, which took place from May 8 - 10, 2006 in Lisbon, Portugal. These proceedings contain the fifteen full papers presented at the Eurographics Symposium on Virtual Environments, selected from nearly forty submissions. Each paper was reviewed by four members of the program committee and external reviewers. The selected papers cover a variety of topics ranging from augmented and mixed reality, novel 3D interface design, proximity detection and interaction, tracking technology, to view management and data annotation.