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Showing 1 - 4 of 4 matches in All Departments
Geometric Modeling and Scientific Visualization are both established disciplines, each with their own series of workshops, conferences and journals. But clearly both disciplines overlap; this observation led to the idea of composing a book on Geometric Modeling for Scientific Visualization.
The articles by well-known international experts intend to facilitate more elaborate expositions of the research presented at the seminar, and to collect and document the results of the various discussions, including ideas and open problems that were identified. Correspondingly the book will consist of two parts. Part I will consist of extended articles describing research presented at the seminar. This will include papers on tracking, motion capture, displays, cloth simulation, and applications. Part II will consist of articles that capture the results of breakout discussions, describe visions, or advocate particular positions. This will include discussions about system latency, 3D interaction, haptic interfaces, social gaming, perceptual issues, and the fictional "Holodeck."
19 papers presented by international experts give a state-of-the-art survey of the relevant problems and issues in modeling, CAD/CAM, scientific visualization, and computational geometry. The following topics are treated: * surface design and fairing * subdivision schemes * variational design * NURBS * reverse engineering * physically-based modelling * medical imaging
Virtual reality (VR) is a multidisciplinary area of research aimed at interactive human-computer-mediated simulations of artificial environments. An important aspect of VR-based systems is the stimulation of the human senses - usually sight, sound, and touch - in such a way that a user feels a sense of presence in the virtual environment. Sometimes it is important to combine real and virtual objects in the same real or virtual environment. This approach is often referred to as augmented reality (AR), when virtual objects are integrated into a real environment. Typical VR applications include simulation, training, scientific visualization, and entertainment, whereas typical AR applications include computer-aided manufacturing or maintenance and computer-aided surgery or medicine. This book comprises a collection of research and position papers presented at Dagstuhl Seminar 13241 on Virtual Realities, held at Schloss Dagstuhl, Germany, in June 2013. The 13 papers in this volume were carefully reviewed and selected from 18 submissions. They are organized in topical sections on: VR environments; interactions and user experience; virtual humans; and tele-existence.
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