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This volume presents the proceedings of the 10th International
Conference of the Computer Graphics Society, CG International '92,
Visual Computing - Integrating Computer Graphics with Computer
Vision -, held at Kogakuin University, Tokyo in Japan from June
22-26,1992. Since its foundation in 1983, this 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), and in the
United States of America (1991). Future CG International
conferences are planned in Switzerland (1993), in Australia (1994),
and in the United Kingdom (1995). It has been the editor's dream to
research the integration of computer graphics with computer vision
through data structures. The conference the editor put together in
Los Angeles in 1975 involving the UCLA and IEEE Computer Societies
had to spell out these three areas explicitly in the conference
title, "computer graphics," "pattern recognition" and "data
structures," as well as in the title of the proceedings published
by IEEE Computer Society Press. In 1985, the editor gave the name
"visual computer" to machines having all the three functionalities
as seen in the journal under that name from Springer. Finally, the
research in integrating visual information processing has now
reached reality as seen in this proceedings of CG International
'92. Chapters on virtual reality, and on tools and environments
provide examples.
The flood of information through various computer networks such as
the In ternet characterizes the world situation in which we live.
Information worlds, often called virtual spaces and cyberspaces,
have been formed on computer networks. The complexity of
information worlds has been increasing almost exponentially through
the exponential growth of computer networks. Such nonlinearity in
growth and in scope characterizes information worlds. In other
words, the characterization of nonlinearity is the key to
understanding, utiliz ing and living with the flood of information.
The characterization approach is by characteristic points such as
peaks, pits, and passes, according to the Morse theory. Another
approach is by singularity signs such as folds and cusps. Atoms and
molecules are the other fundamental characterization ap proach.
Topology and geometry, including differential topology, serve as
the framework for the characterization. Topological Modeling for
Visualization is a textbook for those interested in this
characterization, to understand what it is and how to do it.
Understanding is the key to utilizing information worlds and to
living with the changes in the real world. Writing this textbook
required careful preparation by the authors. There are complex
mathematical concepts that require designing a writing style that
facilitates understanding and appeals to the reader. To evolve a
style, we set as a main goal of this book the establishment of a
link between the theoretical aspects of modern geometry and
topology, on the one hand, and experimental computer geometry, on
the other.
In the design of any visual objects, the work becomes much easier
if previous designs are utilized. Computer graphics is becoming
increasingly important simply because it greatly helps in utilizing
such previous designs. Here, "previous designs" signifies both
design results and design procedures. The objects designed are
diverse. For engineers, these objects could be machines or
electronic circuits, as discussed in Chap. 3, ''CA~/CAM. ''
Physicians often design models of a patient's organs from computed
tomography images prior to surgery or to assist in diagnosis. This
is the subject of Chap. 8, "Medical Graphics. " Chapter 7,
"Computer Art," deals with the way in which artists use computer
graphics in creating beautiful visual images. In Chap. 1,
"Computational Geometry," a firm basis is provided for the
definition of shapes in designed objects; this is a typical
technical area in which computer graphics is constantly making
worldwide progress. Thus, the present volume, reflecting
international advances in these and other areas of computer
graphics, provides every potential or actual graphics user with the
essential up-to-date information. There are, typically, two ways of
gathering this current information. One way is to invite
international authorities to write on their areas of
specialization. Usually this works very well if the areas are
sufficiently established that it is possible to judge exactly who
knows what. Since computer graphics, however, is still in its
developmental stage, this method cannot be applied.
This volume is on "modem geometric computing for visualization"
which is at the forefront of multi-disciplinary advanced research
areas. This area is attracting intensive research interest across
many application fields: singularity in cosmology, turbulence in
ocean engineering, high energy physics, molecular dynamics,
environmental problems, modem mathe matics, computer graphics, and
pattern recognition. Visualization re quires the computation of
displayable shapes which are becoming more and more complex in
proportion to the complexity of the objects and phenomena
visualized. Fast computation requires information locality.
Attaining information locality is achieved through characterizing
the shapes in geometry and topology, and the large amount of
computation required through the use of supercomputers. This volume
contains the initial results of our efforts to satisfy these re
quirements by inviting experts and selecting new research works
through review processes. To be more specific, this book presents
the proceedings of the International Workshop on Modem Geometric
Computing for Visualization held at Kogakuin University, Tokyo,
Japan, June 29-30, 1992 organized by the Computer Graphics Society,
Japan Personal Com puter Software Association, Kogakuin University,
and the Department of Information Science, Faculty of Science, The
University of Tokyo. We received extremely high-quality papers for
review from five different countries, one from Australia, one from
Italy, four from Japan, one from Singapore and three from the
United States, and we accepted eight papers and rejected two."
In the history of technology, many fields have passed from an
initial stage of empirical recipes to a mature stage where work is
based on formal theories and procedures. This transition is made
possible through a process called "modeling". Also Computer
Graphics as a separate field of Computer Science makes extensive
use of formal theories and procedures of modeling, often derived
from related disciplines such as mathematics and physics. Modeling
makes different application results consistent, unifying varieties
of techniques and formal approaches into a smaller number of models
by generalizing and abstracting the knowledge in Computer Graphics.
This volume presents a selection of research papers submitted to
the conference "Modeling in Computer Graphics: Methods and
Applications" held at the Research Area of the National Research
Council in Genoa, Italy, on June 28 -July 1, 1993. This meeting was
the ideal continuation of a previous conference organized in Tokyo,
Japan, in April 1991. The success and the variety of research
themes discussed at that meeting suggested to promote a new working
conference on methods and applications of modeling to be held in
Italy two years later.
Recent developments in computer graphics have largely involved the
following: Integration of computer graphics and image analysis
through computer data structure; integration of CAD/CAM as
computer-integrated manufacturing (CIM) through the design and
simulation of manufacturing processes using computer graphics;
progress in basic research on the modeling of complex and
mathematical graphic objects, such as computational geometry,
graphic data bases, hierarchical windows, and texture; use of
computer graphics as an improved human interface to present
information visually and multidimensionally; and advancement of
industrial technology and computer art based on developments in the
areas listed above. These trends are strongly reflected in the
contents of the present volume either as papers dealing with one
particular aspect of research or as multifaceted studies involving
several different areas. The proceedings comprise thirty selected,
previously unpublished original papers presented in nine chapters.
In order to capture the essential features of computer graphics,
fundamental methods, concepts, and techniques have been integrated
into generalized models through a process known as "modeling." This
volume outlines the progress made in computer graphic modeling and
presents previously unpublished results and surveys which will help
readers better understand the concepts and applications of this
fascinating subject.
Computer Graphics Tokyo, now in its fourth year, has established a
world-wide reputation as an international technical conference,
presenting work of high quality in the field of computer graphics.
Each conference has been attended by a couple of thousand
partiCipants from all over the world and tens of thousands have
visited the exhibition. After strict peer review, 34 papers were
accepted this year, of which about 40% were from the USA, 30% from
Japan, 20% from Europe, and 10% from Canada. A good balance of
papers on advanced research results, industrial/marketing surveys,
and computer art technology has made Computer Graphics Tokyo an
indispensable forum for researchers, engineers, and administrators
working in this field. Computer graphics is a rapidly developing
and expanding area and it is not easy to keep abreast of all the
progress that has been made. This volume contains the proceedings
of Computer Graphics Tokyo '86 and provides the reader with a
comprehensive survey of the state of the art in computer graphics.
Computational geometry (Chapter 1) is one of the fastest growing
areas in computer graphics. This is well recognized as the basis of
shape modeling. After shapes are modeled, they are displayed for
visual observation. Chapter 2 on rendering presents various novel
methods and technological innovations for visualizing shapes. To
make display systems more acces sible to users, rich visual
interfaces and languages are being designed, as shown in Chapter 3.
Visual data bases for sharing graphics-and image-data are handled
in Chapter 4."
In recent years, we have witnessed an increasing use of
sophisticated graphics in designing and manufacturing complex
architectural and engineering systems; in modeling, simulating and
visualizing complicated physical processes; in generating, highly
realistic images and animation; and, in most man-machine
interfaces. These trends are made possible by the improvement in
performance and the lowering of cost of hardware since the mid
1970s, and the continuing advances in many areas of computer
graphics. The major advances in computer graphics include: greater
sophistication and realism of image generation techniques, improved
man-machine interaction techniques, superior geometric modeling
techniques for the representation and modeling of complex physical
and mathematical objects, sophisticated software systems for
animation and modeling of incorporating latest AI and software
engineering techniques, greater integration of CAD and CAM in CIM,
and techniques to represent and visualize complicated physical
processes. These advances are reflected in this present volume
either as papers dealing with one particular aspect of research, or
as multifaceted studies involving several different areas.
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 graphics, computer animation, database management
systems, and computer-aided design and manufacturing systems.
Computer Science Workbench represents an important new contribution
in the field of practical computer technology. TOSIYASU L. KUNII
Preface The evolution of database systems research is itself a
story. Long after the emergence of systems derived from practical
applications, Codd's relational data model has gradually occupied
the theoretical domain of database systems and is moving into the
realms of practical use. Certainly, the theoretical foundation
makes database design, validation, and testing easier. However, Cod
d's model allows only fiat tables to be handled, while most
business and engineering data in practice are in nested table
forms. Thus, a recent major obstacle in database systems
development is the large gap between the theory and the practice.
The worlds synthesized in the cyberspaces of networked computers
are the theme of Cyberworlds. Cyberspaces have come into prominence
with the de velopment of the Internet and are expected to expand
drastically with the emergence of national and international
information systems. The purpose is to discover the architecture
and design of cy of the book Cyberworlds berworlds by synthesizing
worlds in cyberspaces. The underlying philosophy is crucial to the
success of the architecture, and an initial effort is made to
delineate it at the beginning of the book. The book's topics are
selected to clarify the issues of the philosophy, architecture, and
design of cyberworlds through a wide variety of case studies. The
approach presented in the book is thus characterized as synthetic
rather than analytic. There already are numbers of books with
observations and analyses of cyberworlds. They warn of the danger
of widespread crimes and accidents in the cyberworlds, for
instance. Without a philosophy and methodologies of how to
architecturally design and synthesize the cyber worlds, the worlds
in cyberspaces tend to be arbitrarily extended, disordered, and, in
extreme cases, criminal. This book is intended to benefit readers
by providing them with a possible direction to take in deciding how
to synthesize worlds in cyberspaces. Cre ating new worlds in new
spaces with almost unlimited dimension and scale is an immense
challenge. In principle, anyone at any moment can participate in
the creation. The book serves as a creator's reference and also as
a design guidebook."
A good introduction to a new product or concept is vital. This is
particularly true for a versatile software system such as UNIX.
UNIX provides the depth and intelligence to make your computer work
hard for you. It will help you create software and help you use
your office automation equipment to create and edit documents. For
your intro duction to UNIX, you want a great little book. That is
what this work is meant to be. This book is designed for
non-computer specialists, especially for executives, ad
ministrators and managers who want to make better use of their
software specialists and experts. The way this Springer edition has
come to be published is itself a story. Back about 1980, the
founder and president of one of the more successful microcomputer
companies, Mr. Kazue Ishii of CEC, wanted to start somethig that
would be brilliant, sophisticated, innovative, and which would grow
steadily. Out of many proposals, the one he accepted happened to be
mine. The proposal was to build a family of network workstations
for computer-aided design/manufacturing and office automation. UNIX
was to be used as a software generator. But he had a hard time
understanding UNIX, what good it is and how good it is ... Spending
a significant amount of time with a popular computer columnist,
Miss Yukari Shirota, I compiled this book for him. I found this
book generally useful for top executives, managers, planners and
office administrators whose background is outside software
engineering. Dr.
Eine gute Einfuhrung in ein neues Produkt oder Konzept ist
lebenswichtig. Dies gilt ganz besonders fur ein so vielseitiges
Software-System wie UNIX. UNIX bietet die Starke und die
Fahigkeiten, die Ihren Computer hart fur Sie arbeiten lassen. Es
kann Ihnen beim Erstellen von Software helfen, und es kann Ihnen
helfen, die Einrichtungen Ihres automatischen Buros zum Entwerfen
und Bear- beiten von Dokumenten zu nutzen. Fur Ihre Einfuhrung in
UNIX wunschen Sie sich ein umfassendes und uberschaubares Buch.
Genau das soll das vorliegende Buch sein. Dieses Buch wurde fur
Computerlaien geschrieben, insbesondere fur solche in leitenden
Positionen, Verwaltungsfachleute und Manager, die ihre
Softwarespezialisten und Experten sinnvoller einsetzen moechten.
Die Entstehungsgeschichte dieses Springer-Buches ist eine
Geschichte fur sich. Im Jahre 1980 wollte der Grunder und Prasident
einer der erfolgreichen Mikrocomputerfirmen, Kazue Ishii von CEC,
etwas beginnen, das brillant, an- spruchsvoll und innovativ sein
und bestandig wachsen sollte. Von vielen Vor- schlagen akzeptierte
er schliesslich den meinen. Der Vorschlag bestand darin, ei- ne
Familie von Netzwerk-Arbeitsplatzen fur Computer-unterstutztes
Entwer- fen/Herstellen und Buro-Automation zu bauen. UNIX wurde als
Software- Werkzeug verwendet. Fur ihn war es allerdings ziemlich
schwierig, zu verstehen, wofur UNIX gut ist und wie gut es ist...
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