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Intelligent Computer Graphics 2009 2009 ed. [Hardback]

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  • Formāts: Hardback, 223 pages, height x width: 235x155 mm, weight: 518 g, VIII, 223 p., 1 Hardback
  • Sērija : Studies in Computational Intelligence 240
  • Izdošanas datums: 22-Oct-2009
  • Izdevniecība: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • ISBN-10: 3642034519
  • ISBN-13: 9783642034510
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  • Formāts: Hardback, 223 pages, height x width: 235x155 mm, weight: 518 g, VIII, 223 p., 1 Hardback
  • Sērija : Studies in Computational Intelligence 240
  • Izdošanas datums: 22-Oct-2009
  • Izdevniecība: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • ISBN-10: 3642034519
  • ISBN-13: 9783642034510
Citas grāmatas par šo tēmu:
The purpose of this volume is to present current work of the Intelligent Computer Graphics community, a community growing up year after year. This volume is a kind of continuation of the previously published Springer volume Artificial Int- ligence Techniques for Computer Graphics. Nowadays, intelligent techniques are more and more used in Computer Graphics in order, not only to optimise the pr- essing time, but also to find more accurate solutions for a lot of Computer Gra- ics problems, than with traditional methods. What are intelligent techniques for Computer Graphics? Mainly, they are te- niques based on Artificial Intelligence. So, problem resolution (especially constraint satisfaction) techniques, as well as evolutionary techniques, are used in Declarative scene Modelling; heuristic search techniques, as well as strategy games techniques, are currently used in scene understanding and in virtual world exploration; multi-agent techniques and evolutionary algorithms are used in behavioural animation; and so on. However, even if in most cases the used intelligent techniques are due to Artificial - telligence, sometimes, simple human intelligence can find interesting solutions in cases where traditional Computer Graphics techniques, even combined with Artificial Intelligence ones, cannot propose any satisfactory solution. A good example of such a case is the one of scene understanding, in the case where several parts of the scene are impossible to access.
Realistic Skin Rendering on GPU
1(18)
Elena Martinova
Affective States in Behavior Networks
19(22)
Anja Johansson
Pierangelo Dell'Acqua
Information Theory Tools for Viewpoint Selection, Mesh Saliency and Geometry Simplification
41(22)
Mateu Sbert
Miquel Feixas
Pascual Castello
Miguel Chover
Classifying Volume Datasets Based on Intensities and Geometric Features
63(24)
Dzenan Zukic
Christof Rezk-Salama
Andreas Kolb
Light Source Storage and Interpolation for Global Illumination: A Neural Solution
87(18)
Samuel Delepoulle
Christophe Renand
Philippe Preux
An Intelligent System for Overlaying Texts on Background Images Based on Computational Aesthetics
105(18)
Chien-Yin Lai
Sheng-Wen Shih
Bai-Huan Chen
Jen-Shin Hong
Parallel Coordinates: Intelligent Multidimensional Visualization
123(20)
Alfred Inselberg
An Adjectival Interface for Procedural Content Generation
143(24)
Carl Hultquist
James Gain
David Cairns
An SVM/GA Hybrid Framework for Qualitative Knowledge Aided 3D Scene Synthesis
167(22)
Dimitrios Makris
Georgios Bardis
Georgios Miaoulis
Dimitri Plemenos
Machine Learning and Pattern Analysis Methods for Profiling in a Declarative Collaorative Framework
189(18)
Nikolaos Doulamis
John Dragonas
Anastasios Doulamis
Georgios Miaoulis
Dimitri Plemenos
AURAL: An Evolutionary Interface for a Robotic Sonification Process
207(16)
Artemis Moroni
Eliane Guimaraes
Gustavo de Paula
Jonatas Manzolli
Author Index 223