Networked Graphics


Book Description

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




Computational Science - ICCS 2007


Book Description

Part of a four-volume set, this book constitutes the refereed proceedings of the 7th International Conference on Computational Science, ICCS 2007, held in Beijing, China in May 2007. The papers cover a large volume of topics in computational science and related areas, from multiscale physics to wireless networks, and from graph theory to tools for program development.




PC Mag


Book Description

PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.




PC Mag


Book Description

PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.




Advances in Image and Video Technology


Book Description

This book constitutes the refereed proceedings of the Second Pacific Rim Symposium on Image and Video Technology, PSIVT 2007, held in Santiago, Chile, in December 2007. The 75 revised full papers presented together with four keynote lectures were carefully reviewed and selected from 155 submissions. The symposium features ongoing research including all aspects of video and multimedia, both technical and artistic perspectives and both theoretical and practical issues.




Augmented and Virtual Reality


Book Description

This book constitutes the thoroughly revised papers of the First International Conference on Augmented and Virtual Reality, AVR 2014, held in Lecce, Italy, in September 2014. The 28 papers, 2 tutorials and 3 keynotes presented were carefully reviewed and selected from 76 submissions. They include topics from virtual/augmented/mixed reality to 3D user interfaces and the technology needed to enable these environments to a wide range of applications (medical, entertainment, military, design, manufacture, maintenance, arts and cultural heritage).













Virtual Reality and Virtual Environments in 10 Lectures


Book Description

The book is based on the material originally developed for the course on Virtual Reality, which the author was teaching at Tampere University of Technology, as well as course on Virtual Environments that the author had prepared for the University for Advancing Studies at Tempe, Arizona. This original purpose has influenced the structure of this book as well as the depth to which we explore the presented concepts. Therefore, our intention in this book is to give an introduction into the important issues regarding a series of related concepts of Virtual Reality, Augmented Reality, and Virtual Environments. We do not attempt to go into any of these issues in depth but rather outline general principles and discuss them in a sense broad enough to provide sufficient foundations for a further study. In other words, we aim to provide a set of keywords to the reader in order give him a good starting point from which he could go on and explore any of these issues in detail. Table of Contents: Preface / Acknowledgments / Lecture 1--Introduction / Lecture 2--History of VR and Current Applications / Lecture 3--Human Senses / Lecture 4--VR Systems / Lecture 5--User Experience, Human Computer Interaction and UI / Lecture 6--Input Devices and Tracking / Lecture 7--Displays / Lecture 8--Networked VR / Lecture 9--Augmented Reality / Lecture 10--VE and Video Games / Bibliography / Author's Biography / Index