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This LNCS 13453 constitutes the thoroughly refereed proceedings of the 48th International Workshop on Graph-Theoretic Concepts in Computer Science, WG 2022.The 32 full papers presented in this volume were carefully reviewed and selected from a total of 96 submissions. The WG 2022 workshop aims to merge theory and practice by demonstrating how concepts from Graph Theory can be applied to various areas in Computer Science, or by extracting new graph theoretic problems from applications.
Understand what shaders are and what they're used for: Shaders are often seen as mystical and difficult to develop, even by skilled programmers, artists, and developers from other game design disciplines. This book dispels that idea by building up your shader knowledge in stages, starting with fundamental shader mathematics and how shader development mindset differs from other types of art and programming, and slowly delves into topics such as vertex and fragment shaders, lighting, depth-based effects, texture mapping, and Shader Graph.This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots.By the end of this book, you will have a good understanding of the shader development pipeline and you will be fully equipped to start making your own aesthetic and performant shader effects for your own games!You Will Learn To. Use shaders across Unity's rendering pipelines. Write shaders and modify their behavior with C# scripting. Use Shader Graph for codeless development. Understand the important math behind shaders, particularly space transformations. Profile the performance of shaders to identify optimization targets
Sir William Rowan Hamilton was a genius, and will be remembered for his significant contributions to physics and mathematics. The Hamiltonian, which is used in quantum physics to describe the total energy of a system, would have been a major achievement for anyone, but Hamilton also invented quaternions, which paved the way for modern vector analysis. Quaternions are one of the most documented inventions in the history of mathematics, and this book is about their invention, and how they are used to rotate vectors about an arbitrary axis. Apart from introducing the reader to the features of quaternions and their associated algebra, the book provides valuable historical facts that bring the subject alive. Quaternions for Computer Graphics introduces the reader to quaternion algebra by describing concepts of sets, groups, fields and rings. It also includes chapters on imaginary quantities, complex numbers and the complex plane, which are essential to understanding quaternions. The book contains many illustrations and worked examples, which make it essential reading for students, academics, researchers and professional practitioners.
Dieses Lehrprogramm zur systematischen Gestaltung eines interaktiv nutzbaren Bildschirms (Screen) erläutert wahrnehmungspsychologische und kommunikationswissenschaftliche Grundlagen, die für das Systemische Design grafischer Benutzeroberflächen (Graphical User Interfaces) relevant sind. Im Kontext interaktiver Raumnutzung wird illustriert, wie die Bildschirmfläche morphologisch in Form eines visuellen Gestaltungsrasters (Visual Design Pattern) zu gliedern ist, das den immersiven Bildraum der grafischen Benutzeroberfläche strukturiert und die interaktive Nutzung erleichtert. Es werden mögliche Farbkombinationen für ein visuelles Ambiente definiert, deren Wirkungsweise auf natürlichen Erfahrungswerten basiert und somit einem speziellen Nutzernaturell entspricht, dessen Charakteristika weltweit identisch sind.
Build valuable graphic art skills and create digital artwork using Adobe Illustrator Adobe Illustrator Classroom in a Book (2023 release) uses real-world, project-based learning to cover the basics and beyond, providing countless tips and techniques to help you become more productive with the program. For beginners and experienced users alike, you can follow the book from start to finish or choose only those lessons that interest you. Learn to: Create artwork, from precise drawings to stylistic paintingsMake logos, illustrations, posters, podcast covers, flyers, and moreExplore selections, shapes, and colorProgress to freeform gradients and layersWork with dynamic symbols, artistic brushes, and creative effectsEfficiently export assets for the web, print, and more Classroom in a Book®, the best-selling series of hands-on software training workbooks, offers what no other book or training program doesâ¿an official training series from Adobe, developed with the support of Adobe product experts. Purchasing this book includes valuable online extras. Follow the instructions in the book's "Getting Started" section to unlock access to: Downloadable lesson files you need to work through the projects in the bookWeb Edition containing the complete text of the book, interactive quizzes, and videos that walk you through the lessons step by step What you need to use this book: Adobe Illustrator (2023 release) software, for either Windows or macOS. (Software not included.) Note: Classroom in a Book does not replace the documentation, support, updates, or any other benefits of being a registered owner of Adobe Illustrator software. This book covers Illustrator on desktop only. It does not address Illustrator on the iPad.
Photorealistic rendering strives to generate images fromcomputer modeled scenes with an image quality as close toreal life as possible. A major issue in rendering issimulation of local and global light reflection in a scene. Both ray tracing and radiosity algorithms capture only someof the possible light reflection phenomena. Recentlydeveloped two-pass algorithms combine the ray tracing andradiosity approaches and are able to capture the whole rangeof light reflection. This book is a collection of papers discussing the latestdevelopments, including a new range of improvements, instochastic sampling strategies, radiosity form factorcalculation, and parallel processing for ray tracing andradiosity. A number of papers on rendering applications ininterior design, lighting design, and remote sensingconclude the volume. The contributions are revised versions of papers originallypresented at the Second Eurographics Workshop on Rendering,held in Barcelona, Spain, in May 1991. The book fullyreflects the state of the art in rendering and presentsawide variety of novel techniques. It will interestresearchers and students in computer graphics, as well asdesigners who want to apply rendering techniques forrealistic simulation in lighting design, interior design,and architecture.
The goal of this book is to present the most advanced research works in realistic computer generated images. It is made up of the papers presented during a Eurographics workshop that has been held in Rennes (France) on June 1990. Although realism in computer graphics has existed for many years, we have considered that two research directions can now clearly be identified. One makes use of empirical methods to efficiently create images that look real. As opposed to this approach, the other orientation makes use of physics to produce images that are exact representations of the real world (at the expense of additional processing time), hence the term photosimulation which indeed was the subject of this book. The objectives of this workshop were to assemble experts from physics and computer graphics in order to contribute to the introduction of physics-based approaches in the field of computer generated images. The fact that this workshop was the first entirely devoted to this topic was a bet and fortunately it turned out that it was a success. The contents of this book is organized in five chapters: Efficient Ray Tracing Meth- ods, Theory of Global Illumination Models, Photometric Algorithms, Form-Factor Cal- culations and Physics-Based Methods.
The past decades have seen significant improvements in 3D imaging where the related techniques and technologies have advanced to a mature state. These exciting developments have sparked increasing interest in industry and academia in the challenges and opportunities afforded by 3D sensing. As a consequence, the emerging area of safety and security related imaging incorporates these important new technologies beyond the limitations of 2D image processing. This book is so far the first that covers the current state of the art in 3D imaging for safety and security. It reports about selected contributions given at the "e;Workshop on Advanced 3D Imaging for Safety and Security"e; held in conjunction with the International Conference on Computer Vision and Pattern Recognition CVPR 2005, June 2005, San Diego, CA. The workshop brought together pioneering academic and industrial researchers in the field of computer vision and image analysis. Special attention was given to advanced 3D imaging technologies in the context of safety and security applications. Comparative evaluation studies showing advantages of 3D imaging over traditional 2D imaging for a given computer vision or pattern recognition task were emphasized. Moreover, additional experts in the field of 3D imaging for safety and security were invited by the editors for a contribution to this book. The book is structured into two parts, each containing five or six chapters on (1) Biometrics and (2) Safety and Security Applications.
In Periodic Nanostructures, the authors demonstrate that structural periodicity in various nanostructures has been proven experimentally. The text covers the coalescence reactions, studied by electronic microscopy, and shows that the nanoworld is continuous, giving rise to zero- (fullerenes), one- (tubules), two-(graphite) and three-(diamond, spongy carbon) dimensional carbon allotropes.The authors explore foam-like carbon structures, which relate to 'schwarzites', and which represent infinite periodic minimal surfaces of negative curvature. They show that these structures contain polygons (with dimensions larger than hexagons w.r.t. to graphite) that induce this negative curvature. The units of these structures appear as nanotube junctions (produced via an electron beam) that have wide potential molecular electronics applications. Self-assembled supramolecular structures (of various tessellation) and diamond architectures are also proposed. The authors propose that the periodicity of close repeat units of such structures is most evident not only in these formations but also present in all of the carbon allotropes. It is also shown that depending on the lattice tessellation, heteroatom type, and/or doping, metal nanostructures (nanotubes in particular) can display both metallic and semiconductor characteristics. Therefore, their properties can be manipulated by chemical functionalization. The authors therefore suggest that nanostructures have heralded a new generation of nanoscale biological, chemical, and physical devices.The text also provides literature and data on the field of nanostructure periodicity and the authors' own results on nanostructure building and energy calculations as well as topological characterization by means of counting polynomials of periodic nanostructures. The aromaticity of various coverings of graphitic structures is also discussed.This book is aimed at scientists working in the field of nanoscience and nanotechnology, Ph.D. and MSc. degree students, and others interested in the amazing nanoarchitectures that could inspire the cities of the future.
C++ has grown rapidly in response to the practical need for a programming language that is able to efficiently handle composite and diverse data types. Today, C++ dominates the commercial market and is favored among application developers.Introduction to C++ Programming and Graphics offers a venue for rapidly learning the language by concisely revealing its grammar, syntax and main features, and by explaining the key ideas behind object oriented programming (OOP), with emphasis on scientific computing.The book reviews elemental concepts of computers and computing, describes the primary features of C++, illustrates the use of pointers and user-defined functions, and analyzes the construction of classes. Distinctive features include:An effective selection and presentation of topics and supporting examplesA tutorial on the usage of MATLAB functions in C++ codeTables for translating MATLAB and Fortran 77 into C++ code, illustrating syntactic differences between these languagesChapters on graphics and GUI programming based on the VOGLE library and the GLUT, GLUI and GTK+ utility toolboxesThis invaluable resource provides a basic, concise introduction to C++ for the novice, allowing the reader to easily grasp the necessary concepts, rather than trying to absorb an extensive reference book. Scientists, engineers, professionals and students familiar with the general principles of computer programming and proficient in an easy programming language will find this volume an ideal entry point into C++.
In my last book, Geometry for Computer Graphics, I employed a mixture of algebra and vector analysis to prove many of the equations used in computer graphics. At the time, I did not make any distinction between the two methodologies, but slowly it dawned upon me that I had had to discover, for the first time, how to use vector analysis and associated strategies for solving geometric problems. I suppose that mathematicians are taught this as part of their formal mathematical training, but then, I am not a mathematician! After some deliberation, I decided to write a book that would introduce the beginner to the world of vectors and their application to the geometric problems encountered in computer graphics. I accepted the fact that there would be some duplication of formulas between this and my last book; however, this time I would concentrate on explaining how problems are solved. The book contains eleven chapters: The first chapter distinguishes between scalar and vector quantities, which is reasonably straightforward. The second chapter introduces vector repres- tation, starting with Cartesian coordinates and concluding with the role of direction cosines in changes in axial systems. The third chapter explores how the line equation has a natural vector interpretation and how vector analysis is used to resolve a variety of line-related, geometric problems. Chapter 4 repeats Chapter 3 in the context of the plane.
This book constitutes the refereed proceedings of the 33rd International Workshop on Combinatorial Algorithms, IWOCA 2022, which took place as a hybrid event in Trier, Germany, during June 7-9, 2022.The 35 papers presented in these proceedings were carefully reviewed and selected from 86 submissions. They deal with diverse topics related to combinatorial algorithms, such as algorithms and data structures; algorithmic and combinatorical aspects of cryptography and information security; algorithmic game theory and complexity of games; approximation algorithms; complexity theory; combinatorics and graph theory; combinatorial generation, enumeration and counting; combinatorial optimization; combinatorics of words; computational biology; computational geometry; decompositions and combinatorial designs; distributed and network algorithms; experimental combinatorics; fine-grained complexity; graph algorithms and modelling with graphs; graph drawing and graph labelling; network theory and temporal graphs; quantum computing and algorithms for quantum computers; online algorithms; parameterized and exact algorithms; probabilistic andrandomized algorithms; and streaming algorithms.
This is the second edition of the first ever book to explore the exciting new field of augmented reality art and its enabling technologies. The new edition has been thoroughly revised and updated, and contains 5 new chapters. As well as investigating augmented reality as a novel artistic medium the book covers cultural, social, spatial and cognitive facets of augmented reality art. Intended as a starting point for exploring this new fascinating area of research and creative practice it will be essential reading not only for artists, researchers and technology developers, but also for students (graduates and undergraduates) and all those interested in emerging augmented reality technology and its current and future applications in art.
The manipulation of pictures and video in digital form has been an established research activity for more than twenty years. It is only recently, however, that digital image and video processing equipment has been accessible to the gen- eral public. This is due in part to the rapidly growing economy. of the home computer. A major contributing factor has been the marked rise in the pres- ence of the non-academic user on the internet, particularly the World Wide Web (WWW). Manipulating digital imagery has become synonymous with the WWW. It is the drive to present audio and visual media to the home user in an interactive form and to increase the available range of choices, which has encouraged agreements to begin digital video television broadcasting before the turn of the century. With the increased demand for video material, there is a perceived increase in demand for material from archive sources and this has fuelled commercial interest in automatic digital restoration processes. Further- more there is a continuing effort to design techniques for correcting errors in received compressed video bit streams for the purposes of live communications links over noisy channels e. g. mobile telephones and the internet. This book introduces the reader to a range of digital restoration activities beyond the well traversed areas of noise reduction and deblurring. It describes a number of problems associated with archived film and video.
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