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One of the greatest scientific challenges of the 21st century is how to master, organize and extract useful knowledge from the overwhelming flow of information made available by today’s data acquisition systems and computing resources. Visualization is the premium means of taking up this challenge. This book is based on selected lectures given by leading experts in scientific visualization during a workshop held at Schloss Dagstuhl, Germany. Topics include user issues in visualization, large data visualization, unstructured mesh processing for visualization, volumetric visualization, flow visualization, medical visualization and visualization systems. The book contains more than 350 color illustrations.
Visualization is now recognized as a powerful approach to get insight in large datasets produced by scientific experimentations and simulations. The contributions to this book cover technical aspects as well as concrete applications of visualization in various domains such as finance, physics, astronomy and medicine, providing researchers and engineers with valuable information for setting up new powerful environments.
In the past decade visualization established its importance both in scientific research and in real-world applications. In this book 21 research papers and 9 case studies report on the latest results in volume and flow visualization and information visualization. Thus it is a valuable source of information not only for researchers but also for practitioners developing or using visualization applications.
Does modelling, formal or otherwise, play a role in designing interactive systems? A proliferation of interactive devices and technologies is used in an ever increasing diversity of contexts and combinations in professional and every-day life. This development poses a significant challenge to modelling approaches used for the design of interactive systems. The papers in this volume discuss a range of modelling approaches, the representations they use, the strengths and weaknesses of their associated specification and analysis techniques and their role in supporting the design of interactive systems.
rd This book presents a collection of selected contributions presented at the 3 International Workshop on Scientific Computing in Electrical Engineering, SCEE-2000, which took place in Warnemiinde, Germany, from August 20 to 23, 2000. Nearly hundred scientists and engineers from thirteen countries gathered in Warnemiinde to participate in the conference. Rostock Univer sity, the oldest university in Northern Europe founded in 1419, hosted the conference. This workshop followed two earlier workshops held 1997 at the Darmstadt University of Technology and 1998 at Weierstrass Institute for Applied Anal ysis and Stochastics in Berlin under the auspices ofthe German Mathematical Society. These workshops aimed at bringing together two scientific communi ties: applied mathematicians and electrical engineers who do research in the field of scientific computing in electrical engineering. This, of course, is a wide field, which is why it was decided to concentrate on selected major topics. The workshop in Darmstadt, which was organized by Michael Giinther from the Mathematics Department and Ursula van Rienen from the Department of Electrical Engineering and Information Technology,brought together more than hundred scientists interested in numerical methods for the simulation of circuits and electromagnetic fields. This was a great success. Voices coming from the participants suggested that it was time to bring these communities together in order to get to know each other, to discuss mutual interests and to start cooperative work. A collection of selected contributions appeared in 'Surveys on Mathematics for Industry', Vol.8, No. 3-4 and Vol.9, No.2, 1999.
The Visualization Handbook provides an overview of the field of visualization by presenting the basic concepts, providing a snapshot of current visualization software systems, and examining research topics that are advancing the field. This text is intended for a broad audience, including not only the visualization expert seeking advanced methods to solve a particular problem, but also the novice looking for general background information on visualization topics. The largest collection of state-of-the-art visualization research yet gathered in a single volume, this book includes articles by a "who's who of international scientific visualization researchers covering every aspect of the discipline, including:·Virtual environments for visualization·Basic visualization algorithms·Large-scale data visualization·Scalar data isosurface methods·Visualization software and frameworks·Scalar data volume rendering·Perceptual issues in visualization·Various application topics, including information visualization.* Edited by two of the best known people in the world on the subject; chapter authors are authoritative experts in their own fields;* Covers a wide range of topics, in 47 chapters, representing the state-of-the-art of scientific visualization.
Some of the best current research on realistic rendering is included in this volume. It emphasizes the current "hot topics” in this field: image based rendering, and efficient local and global-illumination calculations. In the first of these areas, there are several contributions on real-world model acquisition and display, on using image-based techniques for illumination and on efficient ways to parameterize and compress images or light fields, as well as on clever uses of texture and compositing hardware to achieve image warping and 3D surface textures. In global and local illumination, there are contributions on extending the techniques beyond diffuse reflections, to include specular and more general angle dependent reflection functions, on efficiently representing and approximating these reflection functions, on representing light sources and on approximating visibility and shadows. Finally, there are two contributions on how to use knowledge about human perception to concentrate the work of accurate rendering only where it will be noticed, and a survey of computer graphics techniques used in the production of a feature length computer-animated film with full 3D characters.