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Intelligent Scene Modeling and Human-Computer Interaction (Paperback, 1st ed. 2021): Nadia Magnenat-Thalmann, Jianjun Zhang,... Intelligent Scene Modeling and Human-Computer Interaction (Paperback, 1st ed. 2021)
Nadia Magnenat-Thalmann, Jianjun Zhang, Manoj Ramanathan, Daniel Thalmann
R4,740 Discovery Miles 47 400 Ships in 10 - 15 working days

This edited book is one of the first to describe how Autonomous Virtual Humans and Social Robots can interact with real people and be aware of the surrounding world using machine learning and AI. It includes: * Many algorithms related to the awareness of the surrounding world such as the recognition of objects, the interpretation of various sources of data provided by cameras, microphones, and wearable sensors * Deep Learning Methods to provide solutions to Visual Attention, Quality Perception, and Visual Material Recognition * How Face Recognition and Speech Synthesis will replace the traditional mouse and keyboard interfaces * Semantic modeling and rendering and shows how these domains play an important role in Virtual and Augmented Reality Applications. Intelligent Scene Modeling and Human-Computer Interaction explains how to understand the composition and build very complex scenes and emphasizes the semantic methods needed to have an intelligent interaction with them. It offers readers a unique opportunity to comprehend the rapid changes and continuous development in the fields of Intelligent Scene Modeling.

Intelligent Scene Modeling and Human-Computer Interaction (Hardcover, 1st ed. 2021): Nadia Magnenat-Thalmann, Jianjun Zhang,... Intelligent Scene Modeling and Human-Computer Interaction (Hardcover, 1st ed. 2021)
Nadia Magnenat-Thalmann, Jianjun Zhang, Manoj Ramanathan, Daniel Thalmann
R4,773 Discovery Miles 47 730 Ships in 10 - 15 working days

This edited book is one of the first to describe how Autonomous Virtual Humans and Social Robots can interact with real people and be aware of the surrounding world using machine learning and AI. It includes: * Many algorithms related to the awareness of the surrounding world such as the recognition of objects, the interpretation of various sources of data provided by cameras, microphones, and wearable sensors * Deep Learning Methods to provide solutions to Visual Attention, Quality Perception, and Visual Material Recognition * How Face Recognition and Speech Synthesis will replace the traditional mouse and keyboard interfaces * Semantic modeling and rendering and shows how these domains play an important role in Virtual and Augmented Reality Applications. Intelligent Scene Modeling and Human-Computer Interaction explains how to understand the composition and build very complex scenes and emphasizes the semantic methods needed to have an intelligent interaction with them. It offers readers a unique opportunity to comprehend the rapid changes and continuous development in the fields of Intelligent Scene Modeling.

Advances in Computer Graphics - 36th Computer Graphics International Conference, CGI 2019, Calgary, AB, Canada, June 17-20,... Advances in Computer Graphics - 36th Computer Graphics International Conference, CGI 2019, Calgary, AB, Canada, June 17-20, 2019, Proceedings (Paperback, 1st ed. 2019)
Marina Gavrilova, Jian Chang, Nadia Magnenat-Thalmann, Eckhard Hitzer, Hiroshi Ishikawa
R1,654 Discovery Miles 16 540 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 36th Computer Graphics International Conference, CGI 2019, held in Calgary, AB, Canada, in June 2019. The 30 revised full papers presented together with 28 short papers were carefully reviewed and selected from 231 submissions. The papers address topics such as: 3D reconstruction and rendering, virtual reality and augmented reality, computer animation, geometric modelling, geometric computing, shape and surface modelling, visual analytics, image processing, pattern recognition, motion planning, gait and activity biometric recognition, machine learning for graphics and applications in security, smart electronics, autonomous navigation systems, robotics, geographical information systems, and medicine and art.

Social Signal Processing (Hardcover): Judee K. Burgoon, Nadia Magnenat-Thalmann, Maja Pantic, Alessandro Vinciarelli Social Signal Processing (Hardcover)
Judee K. Burgoon, Nadia Magnenat-Thalmann, Maja Pantic, Alessandro Vinciarelli
R2,519 Discovery Miles 25 190 Ships in 12 - 17 working days

Social Signal Processing is the first book to cover all aspects of the modeling, automated detection, analysis, and synthesis of nonverbal behavior in human-human and human-machine interactions. Authoritative surveys address conceptual foundations, machine analysis and synthesis of social signal processing, and applications. Foundational topics include affect perception and interpersonal coordination in communication; later chapters cover technologies for automatic detection and understanding such as computational paralinguistics and facial expression analysis and for the generation of artificial social signals such as social robots and artificial agents. The final section covers a broad spectrum of applications based on social signal processing in healthcare, deception detection, and digital cities, including detection of developmental diseases and analysis of small groups. Each chapter offers a basic introduction to its topic, accessible to students and other newcomers, and then outlines challenges and future perspectives for the benefit of experienced researchers and practitioners in the field.

Mixed Reality and Gamification for Cultural Heritage (Paperback, Softcover reprint of the original 1st ed. 2017): Marinos... Mixed Reality and Gamification for Cultural Heritage (Paperback, Softcover reprint of the original 1st ed. 2017)
Marinos Ioannides, Nadia Magnenat-Thalmann, George Papagiannakis
R4,542 Discovery Miles 45 420 Ships in 10 - 15 working days

This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S. Curie Fellowship Initial Training Network on Digital Cultural Heritage (ITN-DCH): Section I describes recent advances in mixed reality enabling technologies, while section II presents the latest findings on interaction with 3D tangible and intangible digital cultural heritage. The sections include selected contributions from some of the most respected scholars, researchers and professionals in the fields of VR/AR, gamification, and digital heritage. This book is intended for all heritage professionals, researchers, lecturers and students who wish to explore the latest mixed reality and gamification technologies in the context of cultural heritage and creative industries. It pursues a pedagogic approach based on trainings, conferences, workshops and summer schools that the ITN-DCH fellows have been following in order to learn how to design next-generation virtual heritage applications, systems and services.

Computer Vision, Imaging and Computer Graphics Theory and Applications - 11th International Joint Conference, VISIGRAPP 2016,... Computer Vision, Imaging and Computer Graphics Theory and Applications - 11th International Joint Conference, VISIGRAPP 2016, Rome, Italy, February 27 - 29, 2016, Revised Selected Papers (Paperback, 1st ed. 2017)
Jose Braz, Nadia Magnenat-Thalmann, Paul Richard, Lars Linsen, Alexandru C. Telea, …
R3,458 Discovery Miles 34 580 Ships in 10 - 15 working days

This book constitutes thoroughly revised and selected papers from the 11th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2016, held in Rome, Italy, in February 2016. VISIGRAPP comprises GRAPP, International Conference on Computer Graphics Theory and Applications; IVAPP, International Conference on Information Visualization Theory and Applications; and VISAPP, International Conference on Computer Vision Theory and Applications. The 28 thoroughly revised and extended papers presented in this volume were carefully reviewed and selected from 338 submissions. The book also contains one invited talk in full-paper length. The regular papers were organized in topical sections named: computer graphics theory and applications; information visualization theory and applications; and computer vision theory and applications.

Context Aware Human-Robot and Human-Agent Interaction (Paperback, Softcover reprint of the original 1st ed. 2016): Nadia... Context Aware Human-Robot and Human-Agent Interaction (Paperback, Softcover reprint of the original 1st ed. 2016)
Nadia Magnenat-Thalmann, Junsong Yuan, Daniel Thalmann, Bum-Jae You
R3,868 Discovery Miles 38 680 Ships in 10 - 15 working days

This is the first book to describe how Autonomous Virtual Humans and Social Robots can interact with real people, be aware of the environment around them, and react to various situations. Researchers from around the world present the main techniques for tracking and analysing humans and their behaviour and contemplate the potential for these virtual humans and robots to replace or stand in for their human counterparts, tackling areas such as awareness and reactions to real world stimuli and using the same modalities as humans do: verbal and body gestures, facial expressions and gaze to aid seamless human-computer interaction (HCI). The research presented in this volume is split into three sections: *User Understanding through Multisensory Perception: deals with the analysis and recognition of a given situation or stimuli, addressing issues of facial recognition, body gestures and sound localization. *Facial and Body Modelling Animation: presents the methods used in modelling and animating faces and bodies to generate realistic motion. *Modelling Human Behaviours: presents the behavioural aspects of virtual humans and social robots when interacting and reacting to real humans and each other. Context Aware Human-Robot and Human-Agent Interaction would be of great use to students, academics and industry specialists in areas like Robotics, HCI, and Computer Graphics.

Context Aware Human-Robot and Human-Agent Interaction (Hardcover, 1st ed. 2016): Nadia Magnenat-Thalmann, Junsong Yuan, Daniel... Context Aware Human-Robot and Human-Agent Interaction (Hardcover, 1st ed. 2016)
Nadia Magnenat-Thalmann, Junsong Yuan, Daniel Thalmann, Bum-Jae You
R4,116 Discovery Miles 41 160 Ships in 10 - 15 working days

This is the first book to describe how Autonomous Virtual Humans and Social Robots can interact with real people, be aware of the environment around them, and react to various situations. Researchers from around the world present the main techniques for tracking and analysing humans and their behaviour and contemplate the potential for these virtual humans and robots to replace or stand in for their human counterparts, tackling areas such as awareness and reactions to real world stimuli and using the same modalities as humans do: verbal and body gestures, facial expressions and gaze to aid seamless human-computer interaction (HCI). The research presented in this volume is split into three sections: *User Understanding through Multisensory Perception: deals with the analysis and recognition of a given situation or stimuli, addressing issues of facial recognition, body gestures and sound localization. *Facial and Body Modelling Animation: presents the methods used in modelling and animating faces and bodies to generate realistic motion. *Modelling Human Behaviours: presents the behavioural aspects of virtual humans and social robots when interacting and reacting to real humans and each other. Context Aware Human-Robot and Human-Agent Interaction would be of great use to students, academics and industry specialists in areas like Robotics, HCI, and Computer Graphics.

Modeling and Simulating Bodies and Garments (Paperback, 2010 ed.): Nadia Magnenat-Thalmann Modeling and Simulating Bodies and Garments (Paperback, 2010 ed.)
Nadia Magnenat-Thalmann
R3,183 Discovery Miles 31 830 Ships in 10 - 15 working days

This book contains the research on modeling bodies, cloth and character based adaptation performed during the last 3 years at MIRALab at the University of Geneva. More than ten researchers have worked together in order to reach a truly 3D Virtual Try On. What we mean by Virtual Try On is the possibility of anyone to give dimensions on her predefined body and obtain her own sized shape body, select a 3D cloth and see oneself animated in Real-Time, walking along a catwalk. Some systems exist today but are unable to adapt to body dimensions, have no real-time animation of body and clothes. A truly system on the web of Virtual Try On does not exist so far. This book is an attempt to explain how to build a 3D Virtual Try On system which is now very much in demand in the clothing industry. To describe this work, the book is divided into five chapters. The first chapter contains a brief historical background of general deformation methods. It ends with a section on the 3D human body scanner systems that are used both for rapid p- totyping and statistical analyses of the human body size variations.

Digital Heritage - Progress in Cultural Heritage. Documentation, Preservation, and Protection5th International Conference,... Digital Heritage - Progress in Cultural Heritage. Documentation, Preservation, and Protection5th International Conference, EuroMed 2014, Limassol, Cyprus, November 3-8, 2014, Proceedings (Paperback, 2014 ed.)
Marinos Ioannides, Nadia Magnenat-Thalmann, Eleanor Fink, Roko Zarnic, Alex-Yianing Yen, …
R1,730 Discovery Miles 17 300 Ships in 10 - 15 working days

This book constitutes the refereed proceedings of the 5th International Conference on Digital Heritage, EuroMed 2014, held in Limassol, Cyprus, in November 2014. The 84 full and 51 short papers presented were carefully reviewed and selected from 438 submissions. They focus on the interdisciplinary and multi-disciplinary research concerning cutting edge cultural heritage informatics, -physics, chemistry and engineering and the use of technology for the representation, documentation, archiving, protection, preservation and communication of Cultural Heritage knowledge.

Models and Techniques in Computer Animation (Paperback, 1993 ed.): Nadia Magnenat-Thalmann, Daniel Thalmann Models and Techniques in Computer Animation (Paperback, 1993 ed.)
Nadia Magnenat-Thalmann, Daniel Thalmann
R1,554 Discovery Miles 15 540 Ships in 10 - 15 working days

This book contains the invited papers and a selection of research papers submitted to Computer Animation '93, the fifth international workshop on Computer Animation, which was held in Geneva on June 16-18, 1993. This workshop, now an annual event, has been organized by the Computer Graphics Society, the University of Geneva, and the Swiss Federal Institute of Technology in Lausanne. During the international workshop on Computer Animation '93, the sixth Computer-generated Film Festival of Geneva, was also held. The volume presents original research results and applications experience to the various areas of computer animation. Most of the contributions are related to motion control, visualization, human animation, and rendering techniques.

Computer Animation '91 (Paperback, Softcover reprint of the original 1st ed. 1991): Nadia Magnenat-Thalmann, Daniel... Computer Animation '91 (Paperback, Softcover reprint of the original 1st ed. 1991)
Nadia Magnenat-Thalmann, Daniel Thalmann
R1,558 Discovery Miles 15 580 Ships in 10 - 15 working days

This book contains invited papers and a selection of research papers submitted to Computer Animation '91, the third international work shop on Computer Animation, which was held in Geneva on May 22-24. This workshop, now an annual event, has been organized by the Computer Graphics Society, the University of Geneva, and the Swiss Federal Institute of Technology in Lausanne. During the international workshop on Computer Animation '91, the fourth Computer-generated Film Festival of Geneva, was held. The book presents original research results and applications experience of the various areas of computer animation. This year most papers are related to character animation, human animation, facial animation, and motion contro!. NA DIA MAGNENAT THALMANN DANIEL THALMANN v Table of Contents Part I: Facial Animation Contral Parameterization for Facial Animation F. I. PARKE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Linguistic Issues in Facial Animation C. PELACHAUD, N. !. BADLER, M. STEEDMAN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Facial Animation by Spatial Mapping E. C. PATTERSON, P. c. LITWINOWICZ, N. GREENE . . . . . . . . . . . . . . . . . . . . . . . . . 31 A Transformation Method for Modeling and Animation of the Human Face fram Photographs T. KURlHARA, K. ARAI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Techniques for Realistic Facial Modeling and Animation D. TERZOPOULOS, K. WATERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Part ll: Human Modeling and Animation Generation of Human Motion with Emotion M. UNUMA, R. TAKEUCHI . . . . . . . . . . *. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Creating Realistic Three-Dimensional Human Shape Characters for Computer-Generated Films A. PAOURl, N. MAGNENATTHALMANN, D. THALMANN . . . . . . . . . . . . . . . . . . . 89 Design of Realistic Gaits for the Purpose of Animation N. VASlLONIKOLIDAKIS, G. J CLAPWORTHY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Biomechanical Models for Soft Tissue Simulation (Paperback, 1998 ed.): Walter Maurel, Yin Wu, Nadia Magnenat-Thalmann, Daniel... Biomechanical Models for Soft Tissue Simulation (Paperback, 1998 ed.)
Walter Maurel, Yin Wu, Nadia Magnenat-Thalmann, Daniel Thalmann
R1,526 Discovery Miles 15 260 Ships in 10 - 15 working days

An overview of biomechanical modeling of human soft tissue using nonlinear theoretical mechanics and incremental finite element methods, useful for computer simulation of the human musculoskeletal system.

3D Multiscale Physiological Human (Hardcover, 2014 ed.): Nadia Magnenat-Thalmann, Osman Ratib, Hon Fai Choi 3D Multiscale Physiological Human (Hardcover, 2014 ed.)
Nadia Magnenat-Thalmann, Osman Ratib, Hon Fai Choi
R4,292 Discovery Miles 42 920 Ships in 10 - 15 working days

3D Multiscale Physiological Human aims to promote scientific exchange by bringing together overviews and examples of recent scientific and technological advancements across a wide range of research disciplines. As a result, the variety in methodologies and knowledge paradigms are contrasted, revealing potential gaps and opportunities for integration. Chapters have been contributed by selected authors in the relevant domains of tissue engineering, medical image acquisition and processing, visualization, modeling, computer aided diagnosis and knowledge management. The multi-scale and multi-disciplinary research aspects of articulations in humans are highlighted, with a particular emphasis on medical diagnosis and treatment of musculoskeletal diseases and related disorders. The need for multi-scale modalities and multi-disciplinary research is an emerging paradigm in the search for a better biological and medical understanding of the human musculoskeletal system. This is particularly motivated by the increasing socio-economic burden of disability and musculoskeletal diseases, especially in the increasing population of elderly people. Human movement is generated through a complex web of interactions between embedded physiological systems on different spatiotemporal scales, ranging from the molecular to the organ level. Much research is dedicated to the understanding of each of these systems, using methods and modalities tailored for each scale. Nevertheless, combining knowledge from different perspectives opens new venues of scientific thinking and stimulates innovation. Integration of this mosaic of multifaceted data across multiple scales and modalities requires further exploration of methods in simulations and visualization to obtain a comprehensive synthesis. However, this integrative approach cannot be achieved without a broad appreciation for the multiple research disciplines involved.

Deformable Avatars - IFIP TC5/WG5.10 DEFORM'2000 Workshop November 29-30, 2000 Geneva, Switzerland and AVATARS'2000... Deformable Avatars - IFIP TC5/WG5.10 DEFORM'2000 Workshop November 29-30, 2000 Geneva, Switzerland and AVATARS'2000 Workshop November 30-December 1, 2000 Lausanne, Switzerland (Paperback, Softcover reprint of the original 1st ed. 2001)
Nadia Magnenat-Thalmann, Daniel Thalmann
R4,474 Discovery Miles 44 740 Ships in 10 - 15 working days

Deformable avatars are virtual humans that deform themselves during motion. This implies facial deformations, body deformations at joints, and global deformations. Simulating deformable avatars ensures a more realistic simulation of virtual humans. The research requires models for capturing of geometrie and kinematic data, the synthesis of the realistic human shape and motion, the parametrisation and motion retargeting, and several appropriate deformation models. Once a deformable avatar has been created and animated, the researcher must model high-level behavior and introduce agent technology. The book can be divided into 5 subtopics: 1. Motion capture and 3D reconstruction 2. Parametrie motion and retargeting 3. Musc1es and deformation models 4. Facial animation and communication 5. High-level behaviors and autonomous agents Most of the papers were presented during the IFIP workshop "DEFORM '2000" that was held at the University of Geneva in December 2000, followed by "A V AT ARS 2000" held at EPFL, Lausanne. The two workshops were sponsored by the "Troisu!me Cycle Romand d'Informatique" and allowed participants to discuss the state of research in these important areas. x Preface We would like to thank IFIP for its support and Yana Lambert from Kluwer Academic Publishers for her advice. Finally, we are very grateful to Zerrin Celebi, who has prepared the edited version of this book and Dr. Laurent Moccozet for his collaboration.

Communicating with Virtual Worlds (Paperback, Softcover reprint of the original 1st ed. 1993): Nadia Magnenat-Thalmann, Daniel... Communicating with Virtual Worlds (Paperback, Softcover reprint of the original 1st ed. 1993)
Nadia Magnenat-Thalmann, Daniel Thalmann
R1,661 Discovery Miles 16 610 Ships in 10 - 15 working days

This volume presents the proceedings of COMPUTER GRAPHICS INTERNATIONAL '93 (COl '93), the Eleventh International Conference of the Computer Graphics Society (CGS), COl '93 has been held in Lausanne, Switzerland from June 21-25,1993 under the theme Communicating with Virtual Worlds. Since its foundation in 1983, COl conference has continued to attract high qUality research articles in all aspects of computer graphics and its applications. Previous conferences in this series were held in Japan (1983-1987), in Switzerland (1988), in the United Kingdom (1989), in Singapore (1990), in the United States (1991), and in Japan (1992). Future CG International conferences are planned in Australia (1994), and in the United Kingdom (1995). COS also organizes each year Computer Animation in Geneva, an international workshop and Computer Generated Film Festival. Two new CGS events are planned in 1993: Pacific Graphics '93 in Seoul and MMM '93, an International Conference on Multi-Media MOdeling in Singapore."

Creating and Animating the Virtual World (Paperback, Softcover reprint of the original 1st ed. 1992): Nadia Magnenat-Thalmann,... Creating and Animating the Virtual World (Paperback, Softcover reprint of the original 1st ed. 1992)
Nadia Magnenat-Thalmann, Daniel Thalmann
R1,573 Discovery Miles 15 730 Ships in 10 - 15 working days

This book contains several invited papers and a selection of research papers submitted to Computer Animation '92, the fourth international workshop on Computer Animation, which was held in Geneva on May 20-22. This workshop, now an annual event, has been organized by the Computer Graphics Society, the University of Geneva, and the Swiss Federal Institute of Technology in Lausanne. During the international workshop on Computer Animation '92, the fifth Computer-generated Film Festival of Geneva, was held. The book presents original research results and applications experience in various areas of computer animation. This year most papers are related to physics-based animation, human animation, and geometric modelling for animation. NADIA MAGNENAT THALMANN DANIEL THALMANN Table of Contents Part I: Physics-based Animation The Control of Hovering Flight for Computer Animation David Haumann, Jessica K. Hodgins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Inverse Problems in Computer Graphics Michael Kass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . " . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 NPSNET: Physically-based Modeling Enhancements to An Object File Format Michael J. Zyda, James G. Monahan, David R. Pratt. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 A New Method for Approximative Interactive Dynamics Ulrich Leiner, Bernhard Preim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 Part ll: Human animation Extraction of 3D Shapes from the Moving Human Face Using Lighting Swjtch Photometry Hitoshi Saji, Hirohisa Hioki, Yoshihisa Shinagawa, Kensyu Yoshida, Tosiyasu L. Kunii . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 An Interactive Tool for the Design of Human Free-Walking Trajectories Laurent Bezault, Ronan Boulic, Nadia Magnenat Thalmann, Daniel Thalmann . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Achilles - A System for Visualizing Non Standard Human Gait Homero L. Piccolo, Kentaro Takahashi, Marcus G. de Amorim, Andre C. de Sa Carneiro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

New Trends in Computer Graphics - Proceedings of CG International '88 (Paperback, Softcover reprint of the original 1st... New Trends in Computer Graphics - Proceedings of CG International '88 (Paperback, Softcover reprint of the original 1st ed. 1988)
Nadia Magnenat-Thalmann, Daniel Thalmann
R1,711 Discovery Miles 17 110 Ships in 10 - 15 working days

New Trends in Computer Graphics contains a selection of research papers submitted to Computer Graphics International '88 (COl '88). COl '88 is the Official Annual Conference of the Computer Graphics Society. Since 1982, this conference ha~ been held in Tokyo. This year, it is taking place in Geneva, Switzerland. In 1989, it will be held in Leeds, U. K. , in 1990 in Singapore, in 1991 in U. S. A. and in 1992 in Montreal, Canada. Over 100 papers were submitted to CGI '88 and 61 papers were selected by the International Program Committee. Papers have been grouped into 6 chapters. The flrst chapter is dedicated to Computer Animation because it deals with all topics presented in the other chapters. Several animation systems are described as well as speciflc subjects like 3D character animation, quaternions and splines. The second chapter is dedicated to papers on Image Synthesis, il1 particular new shading models and new algorithms for ray tracing are presented. Chapter 3 presents several algorithms for geometric modeling and new techniques for the creation and manipulation of curves, surfaces and solids and their applications to CAD. In Chapter 4, an important topic is presented: the specification of graphics systems and images using l~nguages and user-interfaces. The last two chapters are devoted to applications in sciences, medicine, engineering, art and business.

Computer-Generated Images - The State of the Art Proceedings of Graphics Interface '85 (Paperback, Softcover reprint of... Computer-Generated Images - The State of the Art Proceedings of Graphics Interface '85 (Paperback, Softcover reprint of the original 1st ed. 1985)
Nadia Magnenat-Thalmann, Daniel Thalmann
R1,647 Discovery Miles 16 470 Ships in 10 - 15 working days

Research, development, and applications in computer graphics have dramatically expanded in recent years. Because of decreasing prices, superior hardware is now being used and image quality is better than ever. Many people now require image-synthesis techniques and software for their applicaions. Moreover, the techniques of computer ani mation have become very popular. In this book, we present a wide range of applications of computer graphics. This book is a collection of 44 papers in various areas of computer graphics selected from papers presented at Graphics Interface '85. Graphics Interface '85, held from May 27 to 31 in Montreal, was the first truly international computer graphics conference in Canada. This year, for the first time, the conference was presented jointly by the Com puter Graphics Society and the Canadian Man-Computer Communications Society. This new arrangement gave the conference international scope. The conference was spon sored by the Department of Communications in Ottawa, the Department of Science and Technology in Quebec, Supply and Services Canada, the Natural Sciences and Engineer ing Research Council of Canada, Hydro-Quebec, the "Association Canadienne Fran"aise pour I' Avancement des Sciences", and the Canadian Broadcasting Corpora tion. Graphics Interface '85 was organized by "1'Ecole des Hautes Etudes Commerciales" of the University of Montreal. Over 100 papers were submitted to the conference , but 64 were selected by the inter national program committee for presentation. This book contains new expanded versions of the papers.

Computer Animation - Theory and Practice (Paperback, 2nd ed. 1990. Softcover reprint of the original 2nd ed. 1990): Nadia... Computer Animation - Theory and Practice (Paperback, 2nd ed. 1990. Softcover reprint of the original 2nd ed. 1990)
Nadia Magnenat-Thalmann, Daniel Thalmann
R1,558 Discovery Miles 15 580 Ships in 10 - 15 working days

Computer Science Workbench is a monograph series which will provide you with an in-depth working knowledge of current developments in computer technology. Every volume in this series will deal with a topic of importance in computer science and elaborate on how you yourself can build systems related to the main theme. You will be able to develop a variety of systems, including computer software tools, computer gra phics, computer animation, database management systems, and compu ter-aided design and manufacturing systems. Computer Science Work bench represents an important new contribution in the field of practical computer technology. TOSIYASU L. KUNII Preface to the Second Edition Computer graphics is growing very rapidly; only computer animation grows faster. The first edition of the book Computer Animation: Theory and Practice was released in 1985. Four years later, computer animation has exploded. Conferences on computer animation have appeared and the topic is recognized in well-known journals as a leading theme. Computer-generated film festivals now exist in each country and several thousands of films are produced each year. From a commercial point of view, the computer animation market has grown considerably. TV logos are computer-made and more and more simulations use the technique of computer animation. What is the most fascinating is certainly the development of computer animation from a research point-of-view."

Computer Animation '90 (Paperback, Softcover reprint of the original 1st ed. 1990): Nadia Magnenat-Thalmann, Daniel... Computer Animation '90 (Paperback, Softcover reprint of the original 1st ed. 1990)
Nadia Magnenat-Thalmann, Daniel Thalmann
R1,556 Discovery Miles 15 560 Ships in 10 - 15 working days

Computer Animation '90, the second international workshop on computer animation, was held in Geneva, Switzerland, on April 25-27, 1990. This book contains invited papers and a selection of research papers submitted to this workshop. The contributions address original research as well as results achieved in a number of fields of computer animation including scientific visualization, human animation, behavioral animation, and motion control.

Image Synthesis - Theory and Practice (Paperback, Softcover reprint of the original 1st ed. 1987): Nadia Magnenat-Thalmann,... Image Synthesis - Theory and Practice (Paperback, Softcover reprint of the original 1st ed. 1987)
Nadia Magnenat-Thalmann, Daniel Thalmann
R1,613 Discovery Miles 16 130 Ships in 10 - 15 working days

"Image Synthesis: Theory and Practice" is the first book completely dedicated to the numerous techniques of image synthesis. Both theoretical and practical aspects are treated in detail. Numerous impressive computer-generated images are used to explain the most advanced techniques in image synthesis. The book contains a detailed description of the most fundamental algorithms; other less important algorithms are summarized or simply listed. This volume is also a unique handbook of mathematical formulae for image synthesis. The four first chapters of the book survey the basic techniques of computer graphics which play an important role in the design of an image: geometric models, image and viewing transformations, curves and surfaces and solid modeling techniques. In the next chapters, each major topic in image synthesis is presented. The first important problem is the detection and processing of visible surfaces, then two chapters are dedicated to the central problem of light and illumination. As aliasing is a major problem in image rendering, the fundamental antialiasing and motion blur techniques are explained. The most common shadow algorithms are then presented as well as techniques for producing soft shadows and penumbrae. In the last few years, image rendering has been strongly influenced by ray tracing techniques. For this reason, two chapters are dedicated to this important approach. Then a chapter is completely dedicated to fractals from the formal Mandelbrot theory to the recursive subdivision approaches. Natural phenomena present a particularly difficult challenge in image synthesis. For this reason, a large portion of the book is devoted to latest methods to simulate these phenomena: particle systems, scalar fields, volume density scattering models. Various techniques are also described for representing terrains, mountains, water, waves, sky, clouds, fog, fire, trees, and grass. Several techniques for combining images are also explained: adaptive rendering, montage and composite methods. The last chapter presents in detail the MIRALab image synthesis software.

Synthetic Actors - in Computer-Generated 3D Films (Paperback, Softcover reprint of the original 1st ed. 1990): Nadia... Synthetic Actors - in Computer-Generated 3D Films (Paperback, Softcover reprint of the original 1st ed. 1990)
Nadia Magnenat-Thalmann, Daniel Thalmann
R2,916 Discovery Miles 29 160 Ships in 10 - 15 working days

This book presents the making of computer-generated films using three-dimensional synthetic actors. It is based mainly on the production of the film Rendez-vous a Montreal, an animated film that uses advanced computer techniques to achieve such effects as reincarnating film stars Humphrey Bogart and Marilyn Monroe. The main purpose of Rendez-vous a Montreal is to show that true synthetic actors can be created. This fllm represents a technological breakthrough which opens up new vistas in motion pictures, television, and advertising. With this technique, it will now be possible to produce short fllms or motion pictures featuring any celebrity in any situation. The book explains in detail how such a film can be produced using numerous drawings and color pictures. In particular, the following topics are presented: - Preparation of object construction: documentation search, and plaster models preparation - Object construction: digitizing and modeling - Body animation - Hand animation and object grasping - Facial animation: expressions, phonemes and emotions - Choreography: decors, actors, cameras, and lights - Realism: colors, lights, shading, shadows, and textures - Image recording: special effects Finally, an extensive appendix describes in detail the HUMAN FACTORY system.

New Advances in Virtual Humans - Artificial Intelligence Environment (Paperback, Softcover reprint of hardcover 1st ed. 2008):... New Advances in Virtual Humans - Artificial Intelligence Environment (Paperback, Softcover reprint of hardcover 1st ed. 2008)
Nadia Magnenat-Thalmann, N. Ichalkaranje
R4,485 Discovery Miles 44 850 Ships in 10 - 15 working days

In this book, various aspects of cognitive and emotional behaviour is described. In chapter one, a state of the art introduction to VH is presented and the associated research is given. In Chapter 2, cognitive and emotions processes are described. A Comprehensive context model for multi-party interactions with the VH is given in the next chapter. Finally, it is very important to model the socializing of groups of virtual humans. This is discussed in Chapter 4. The automatic modelling of expressions for VH is described in Chapter 5. The last chapter gives a case study of an intelligent kios avatar and its usability. This book gives examples of some advances that enable VH to behave intelligently. It provides an overview of these research problems and some unsolved problems.

Modeling and Simulating Bodies and Garments (Hardcover, 2010 Ed.): Nadia Magnenat-Thalmann Modeling and Simulating Bodies and Garments (Hardcover, 2010 Ed.)
Nadia Magnenat-Thalmann
R2,970 Discovery Miles 29 700 Ships in 10 - 15 working days

This book contains the research on modeling bodies, cloth and character based adaptation performed during the last 3 years at MIRALab at the University of Geneva. More than ten researchers have worked together in order to reach a truly 3D Virtual Try On. What we mean by Virtual Try On is the possibility of anyone to give dimensions on her predefined body and obtain her own sized shape body, select a 3D cloth and see oneself animated in Real-Time, walking along a catwalk. Some systems exist today but are unable to adapt to body dimensions, have no real-time animation of body and clothes. A truly system on the web of Virtual Try On does not exist so far. This book is an attempt to explain how to build a 3D Virtual Try On system which is now very much in demand in the clothing industry. To describe this work, the book is divided into five chapters. The first chapter contains a brief historical background of general deformation methods. It ends with a section on the 3D human body scanner systems that are used both for rapid p- totyping and statistical analyses of the human body size variations.

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