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This open access book presents the outcomes of the “Design for Future – Managed Software Evolution” priority program 1593, which was launched by the German Research Foundation (“Deutsche Forschungsgemeinschaft (DFG)”) to develop new approaches to software engineering with a specific focus on long-lived software systems. The different lifecycles of software and hardware platforms lead to interoperability problems in such systems. Instead of separating the development, adaptation and evolution of software and its platforms, as well as aspects like operation, monitoring and maintenance, they should all be integrated into one overarching process. Accordingly, the book is split into three major parts, the first of which includes an introduction to the nature of software evolution, followed by an overview of the specific challenges and a general introduction to the case studies used in the project. The second part of the book consists of the main chapters on knowledge carrying software, and cover tacit knowledge in software evolution, continuous design decision support, model-based round-trip engineering for software product lines, performance analysis strategies, maintaining security in software evolution, learning from evolution for evolution, and formal verification of evolutionary changes. In turn, the last part of the book presents key findings and spin-offs. The individual chapters there describe various case studies, along with their benefits, deliverables and the respective lessons learned. An overview of future research topics rounds out the coverage. The book was mainly written for scientific researchers and advanced professionals with an academic background. They will benefit from its comprehensive treatment of various topics related to problems that are now gaining in importance, given the higher costs for maintenance and evolution in comparison to the initial development, and the fact that today, most software is not developed from scratch, but as part of a continuum of former and future releases.
Negotiating a Common Understanding. Ways to the Get Started. Exploring the Possibilities. Clarifying Expectations. Greatly Improving the Odds of Success.
The goal of image synthesis is to create, using the computer, a visual experience that is identical to what a viewer would experience when viewing a real environment. Radiosity and Realistic Image Synthesis offers the first comprehensive look at the radiosity method for image synthesis and the tools required to approach this elusive goal. Basic concepts and mathematical fundamentals underlying image synthesis and radiosity algorithms are covered thoroughly. (A basic knowledge of undergraduate calculus is assumed). The algorithms that have been developed to implement the radiosity method ranging from environment subdivision to final display are discussed. Successes and difficulties in implementing and using these algorithms are highlighted. Extensions to the basic radiosity method to include glossy surfaces, fog or smoke, and realistic light sources are also described. There are 16 pages of full colour images and over 100 illustrations to explain the development and show the results of the radiosity method. Results of applications of this new technology from a variety of fields are also included. Michael Cohen has worked in the area of realistic image synthesis since 1983 and was instrumental in the development of the radiosity method. He is currently an assistant professor of computer science at Princeton University. John Wallace is a software engineer at 3D/EYE, Inc., where he is the project leader for the development of Hewlett-Packard's ATRCore radiosity and ray tracing library. A chapter on the basic concepts of image synthesis is contributed by Patrick Hanrahan. He has worked on the topic of image synthesis at Pixar, where he was instrumental in the development of the Renderman software. He has also led research on the hierarchical methods at Princeton University, where he is an associate professor of computer science. All three authors have written numerous articles on radiosity that have appeared in the SIGGAPH proceedings and elsewhere. They have also taught the SIGGRAPH course on radiosity for 5 years. - The first comprehensive book written about radiosity - Features applications from the fields of computer graphics, architecture, industrial design, and related computer aided design technologies - Offers over 100 illustrations and 16 pages of full-color images demonstrating the results of radiosity methods - Contains a chapter authored by Pat Hanrahan on the basic concepts of image synthesis and a foreword by Donald Greenberg
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 computer graphics which play an important role in the design of an image: geometric models, image and viewing transformations, curves and surfaces and solid modeling techniques. In the next chapters, each major topic in image synthesis is presented. The first important problem is the detection and processing of visible surfaces, then two chapters are dedicated to the central problem of light and illumination. As aliasing is a major problem in image rendering, the fundamental antialiasing and motion blur techniques are explained. The most common shadow algorithms are then presented as well as techniques for producing soft shadows and penumbrae. In the last few years, image rendering has been strongly influenced by ray tracing techniques. For this reason, two chapters are dedicated to this important approach. Then a chapter is completely dedicated to fractals from the formal Mandelbrot theory to the recursive subdivision approaches. Natural phenomena present a particularly difficult challenge in image synthesis. For this reason, a large portion of the book is devoted to latest methods to simulate these phenomena: particle systems, scalar fields, volume density scattering models. Various techniques are also described for representing terrains, mountains, water, waves, sky, clouds, fog, fire, trees, and grass. Several techniques for combining images are also explained: adaptive rendering, montage and composite methods. The last chapter presents in detail the MIRALab image synthesis software.
The third supplement volume of "Computing" deals with parallel processes and thus with a highly topical area of informatics. As both the first supplement volumes were concerned with numerical questions, the entire subject, the cultivation of which "Computing" purports, is now broadly outlined in the supplement volumes too. The reason for the simultaneous production of so many papers on the same subject was the 60th birthday of Prof. Dr. Wolfgang Handler, an eminent specialist in the field of parallel processing. It was the wish of his friends, colleagues and collaborators that Herr Handler be honoured by the gift of a volume which would have as its centre of interest the area of research that he represents. In this volume, parallelism is focused upon from various angles and an attempt has been made, through new results, to bring it a little further. It is obvious from a glance at the bibliographies of the papers contributed, in which many of Herr Handler's publications are referenced, that he was never far from the writer's minds.
Requirements engineering is one of the most complex and at the same time most crucial aspects of software engineering. It typically involves different stakeholders with different backgrounds. Constant changes in both the problem and the solution domain make the work of the stakeholders extremely dynamic. New problems are discovered, additional information is needed, alternative solutions are proposed, several options are evaluated, and new hands-on experience is gained on a daily basis. The knowledge needed to define and implement requirements is immense, often interdisciplinary and constantly expanding. It typically includes engineering, management and collaboration information, as well as psychological aspects and best practices. This book discusses systematic means for managing requirements knowledge and its owners as valuable assets. It focuses on potentials and benefits of “lightweight,” modern knowledge technologies such as semantic Wikis, machine learning, and recommender systems applied to requirements engineering. The 17 chapters are authored by some of the most renowned researchers in the field, distilling the discussions held over the last five years at the MARK workshop series. They present novel ideas, emerging methodologies, frameworks, tools and key industrial experience in capturing, representing, sharing, and reusing knowledge in requirements engineering. While the book primarily addresses researchers and graduate students, practitioners will also benefit from the reports and approaches presented in this comprehensive work.
Whether you’re designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today’s digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology. Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.