This book is the proceedings of the 40th annual Graphics Interface conference-the oldest continuously scheduled conference in the field. The book includes high-quality papers on recent advances in interactive systems, human computer interaction, and graphics from around the world. It covers the following topics: shading and rendering, geometric modeling and meshing, image-based rendering, image synthesis and realism, computer animation, real-time rendering, non-photorealistic rendering, interaction techniques, human interface devices, augmented reality, data and information visualization, mobile computing, haptic and tangible interfaces, and perception.
Advancement in Crop Improvement Techniques presents updates on biotechnology and molecular biological approaches which have contributed significantly to crop improvement. The book discusses the emerging importance of bioinformatics in analyzing the vast resources of information regarding crop improvement and its practical application and utilization. Throughout this comprehensive resource, emphasis is placed on various techniques used to improve agricultural crops, providing a common platform for the utility of these techniques and their combinations. Written by an international team of contributors, this book provides an in-depth analysis of existing tools and a framework for new research. - Reviews techniques used for crop improvement, from selection and crossing over, to microorganismal approaches - Explores the role of conventional biotechnology in crop improvement - Summarizes the combined approaches of cytogenetics and biotechnology for crop improvement, including the importance of molecular techniques in this process - Focuses on the emerging role of bioinformatics for crop improvement
Information may be beautiful, but our decisions about the data we choose to represent and how we represent it are never neutral. This insightful history traces how data visualization accompanied modern technologies of war, colonialism and the management of social issues of poverty, health and crime. Discussion is based around examples of visualization, from the ancient Andean information technology of the quipu to contemporary projects that show the fate of our rubbish and take a participatory approach to visualizing cities. This analysis places visualization in its theoretical and cultural contexts, and provides a critical framework for understanding the history of information design with new directions for contemporary practice.
The book presents a collection of accepted papers from the 3DGeoinfo 2015 international conference held in Kuala Lumpur, Malaysia from October 28 – 30, 2015. All papers underwent double-blind review by experts from around the globe. The conference brought together pioneering international researchers and practitioners to facilitate the dialogue on emerging topics in the field of 3D geo-information. The focus areas include: - Data Collection and Modeling: advanced approaches for 3D data collection, reconstruction and methods for representation- Data Management: topological, geometrical and network models for maintenance of 3D geoinformation- Data Analysis and Visualization: frameworks for representing 3D spatial relationships, 3D spatial analysis and algorithms for navigation, interpolation, advanced VR, AR and MR visualisation, as well as 3D visualization on mobile devices- 3D Applications: city models, Cadastre, LBS, etc.
Computer Graphics from Scratch demystifies the algorithms used in modern graphics software and guides beginners through building photorealistic 3D renders. Computer graphics programming books are often math-heavy and intimidating for newcomers. Not this one. Computer Graphics from Scratch takes a simpler approach by keeping the math to a minimum and focusing on only one aspect of computer graphics, 3D rendering. You’ll build two complete, fully functional renderers: a raytracer, which simulates rays of light as they bounce off objects, and a rasterizer, which converts 3D models into 2D pixels. As you progress you’ll learn how to create realistic reflections and shadows, and how to render a scene from any point of view. Pseudocode examples throughout make it easy to write your renderers in any language, and links to live JavaScript demos of each algorithm invite you to explore further on your own. Learn how to: Use perspective projection to draw 3D objects on a 2D plane Simulate the way rays of light interact with surfaces Add mirror-like reflections and cast shadows to objects Render a scene from any camera position using clipping planes Use flat, Gouraud, and Phong shading to mimic real surface lighting Paint texture details onto basic shapes to create realistic-looking objects Whether you’re an aspiring graphics engineer or a novice programmer curious about how graphics algorithms work, Gabriel Gambetta’s simple, clear explanations will quickly put computer graphics concepts and rendering techniques within your reach. All you need is basic coding knowledge and high school math. Computer Graphics from Scratch will cover the rest.
The Computer Graphics Interface provides a concise discussion of computer graphics interface (CGI) standards. The title is comprised of seven chapters that cover the concepts of the CGI standard. Figures and examples are also included. The first chapter provides a general overview of CGI; this chapter covers graphics standards, functional specifications, and syntactic interfaces. Next, the book discusses the basic concepts of CGI, such as inquiry, profiles, and registration. The third chapter covers the CGI concepts and functions, while the fourth chapter deals with the concept of graphic objects. Chapter 5 discusses segments, while Chapter 6 tackles raster devices. The last chapter covers mechanism for manipulating graphic objects through the use of input/output devices. The text will be of great use to both novice and expert computer graphics artist, particularly those who are involved in designing user interface.
The field of anatomy is dynamic and fertile. The rapid advances in technology in the past few years have produced exciting opportunities in the teaching of gross anatomy such as 3D printing, virtual reality, augmented reality, digital anatomy models, portable ultrasound, and more. Pedagogical innovations such as gamification and the flipped classroom, among others, have also been developed and implemented. As a result, preparing anatomy teachers in the use of these new teaching tools and methods is very timely. The main aim of the second edition of Teaching Anatomy – A Practical Guide is to offer gross anatomy teachers the most up-to-date advice and guidance for anatomy teaching, utilizing pedagogical and technological innovations at the forefront of anatomy education in the five years since the publication of the first edition. This edition is structured according to the teaching and learning situations that gross anatomy teachers will find themselves in: large group setting, small group setting, gross anatomy laboratory, writing examination questions, designing anatomy curriculum, using anatomy teaching tools, or building up their scholarship of teaching and learning. Fully revised and updated, including fifteen new chapters discussing the latest advances, this second edition is an excellent resource for all instructors in gross anatomy.
Big data thrives on extracting knowledge from a large number of data sets. But how is an application possible when a single data set is several gigabytes in size? The innovative data compression techniques from the field of machine learning and modeling using Bayesian networks, which have been theoretically developed and practically implemented here, can reduce these huge amounts of data to a manageable size. By eliminating redundancies in location, time, and between simulation results, data reductions to less than 1% of the original size are possible. The developed method represents a promising approach whose use goes far beyond the application example of crash test simulations chosen here.
Advances in GPU Research and Practice focuses on research and practices in GPU based systems. The topics treated cover a range of issues, ranging from hardware and architectural issues, to high level issues, such as application systems, parallel programming, middleware, and power and energy issues. Divided into six parts, this edited volume provides the latest research on GPU computing. Part I: Architectural Solutions focuses on the architectural topics that improve on performance of GPUs, Part II: System Software discusses OS, compilers, libraries, programming environment, languages, and paradigms that are proposed and analyzed to help and support GPU programmers. Part III: Power and Reliability Issues covers different aspects of energy, power, and reliability concerns in GPUs. Part IV: Performance Analysis illustrates mathematical and analytical techniques to predict different performance metrics in GPUs. Part V: Algorithms presents how to design efficient algorithms and analyze their complexity for GPUs. Part VI: Applications and Related Topics provides use cases and examples of how GPUs are used across many sectors. - Discusses how to maximize power and obtain peak reliability when designing, building, and using GPUs - Covers system software (OS, compilers), programming environments, languages, and paradigms proposed to help and support GPU programmers - Explains how to use mathematical and analytical techniques to predict different performance metrics in GPUs - Illustrates the design of efficient GPU algorithms in areas such as bioinformatics, complex systems, social networks, and cryptography - Provides applications and use case scenarios in several different verticals, including medicine, social sciences, image processing, and telecommunications
This Volume presents the selected papers from the 5 Parallel Symposiums of the 2014 Fourth World Congress on Information and Communication Technologies (WICT 2014) held in Malacca, Malaysia. The theme of WICT 2014 'Innovating ICT for Social Revolutions'. WICT 2014 is Co-Organized by Machine Intelligence Research Labs (MIR Labs), USA and Universiti Teknikal Malaysia Melaka, Malaysia. WICT 2014 is technically co-sponsored by IEEE Systems, Man & Cybernetics Society Malaysia and Spain Chapters and Technically Supported by IEEE Systems Man and Cybernetics Society, Technical Committee on Soft Computing.