Machine learning (ML) is impacting almost all industries at a rapid pace. The article is a sampling of ongoing ML efforts in the computer graphics industry.
Machine learning (ML) is impacting almost all industries at a rapid pace. The article is a sampling of ongoing ML efforts in the computer graphics industry.
Motivating students' interest is imperative in order to achieve learning objectives satisfactorily. In this paper, we analyse the effect of CyCLE: Cooperation - Competition in Learning Environment (CCLE) as an ins...
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ISBN:
(纸本)9781728111438
Motivating students' interest is imperative in order to achieve learning objectives satisfactorily. In this paper, we analyse the effect of CyCLE: Cooperation - Competition in Learning Environment (CCLE) as an instructional strategy combining components of cooperation - competition learning with the positive aspects of motivational competition through inter-group competition between collaborative teams. We report findings from a two-group experiment study (N=82): CCLE and traditional lecture group study applied in second year undergraduate engineering course in computer graphics, which is part of the core curriculum of the four-year degree in Information Technology Engineering at the Solapur University, Solapur. The learning experiment evaluates CCLE students and traditional classroom students for a given theme based Static Graphic Problem (SGP). The students are grouped into homogeneous learning teams of two. The average level of competency of each team is as equal to the other teams as possible, since the aim is balanced competition. Teams compete against each other to see which can display mastery of assignment topic. Analysis showed a statistically significant higher performance on a CCLE student learning activity compared to traditional students, if it is designed following guidelines for a pre-defined learning outcome, such as having a symbolic rank (toppers), a short duration activity, and a goal clearly set into the learning process instead of into the results. CyCLE has been validated with academic outcomes and students' feedback.
This work is devoted to the creation of a laboratory workshop (virtual) for open online courses based on programs of three-dimensional computer graphics and multimedia. The issues of using SolidWorks, Autodesk (R) 3DS...
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ISBN:
(纸本)9781538665336
This work is devoted to the creation of a laboratory workshop (virtual) for open online courses based on programs of three-dimensional computer graphics and multimedia. The issues of using SolidWorks, Autodesk (R) 3DS MAX software in distance learning are discussed. The software was used to prepare training materials for the courses course "Machines and mechanisms theory", "computer graphics" and "Engineering and computer graphics". Using the software product SolidWorks, Autodesk (R) 3DS MAX has significantly increased the visibility of the course and develop tools for organizing the independent work of students in an interactive mode.
Students studying different branches of computer graphics have to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces and as computer graphics software becomes increasin...
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ISBN:
(数字)9783030113766
ISBN:
(纸本)9783030113759
Students studying different branches of computer graphics have to be familiar with geometry, matrices, vectors, rotation transforms, quaternions, curves and surfaces and as computer graphics software becomes increasingly sophisticated, calculus is also being used to resolve its associated problems. In this 2nd edition, the author extends the scope of the original book to include applications of calculus in the areas of arc-length parameterisation of curves, geometric continuity, tangent and normal vectors, and curvature. The author draws upon his experience in teaching mathematics to undergraduates to make calculus appear no more challenging than any other branch of mathematics. He introduces the subject by examining how functions depend upon their independent variables, and then derives the appropriate mathematical underpinning and definitions. This gives rise to a function's derivative and its antiderivative, or integral. Using the idea of limits, the reader is introduced to derivatives and integrals of many common functions. Other chapters address higher-order derivatives, partial derivatives, Jacobians, vector-based functions, single, double and triple integrals, with numerous worked examples, and over a hundred and seventy colour illustrations. This book complements the author's other books on mathematics for computer graphics, and assumes that the reader is familiar with everyday algebra, trigonometry, vectors and determinants. After studying this book, the reader should understand calculus and its application within the world of computer graphics, games and animation.
OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han In...
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ISBN:
(数字)9780429443145
ISBN:
(纸本)9781498748926
OpenGL ES is the standard graphics API used for mobile and embedded systems. Despite its widespread use, there is a lack of material that addresses the balance of both theory and practice in OpenGL ES. JungHyun Han Introduction to computer graphics with OpenGL ES achieves this perfect balance. Han depiction of theory and practice illustrates how 3D graphics fundamentals are implemented. Theoretical or mathematical details around real-time graphics are also presented in a way that allows readers to quickly move on to practical programming. Additionally, this book presents OpenGL ES and shader code on many topics. Industry professionals, as well as, students in computer graphics and Game Programming courses will find this book of *** Features: Presents key graphics algorithms that are commonly employed by state-of-the-art game engines and 3D user interfaces Provides a hands-on look at real-time graphics by illustrating OpenGL ES and shader code on various topics Depicts troublesome concepts using elaborate 3D illustrations so that they can be easily absorbedIncludes problem sets, solutions manual, and lecture notes for those wishing to use this book as a course text.
One of the most heavily used kernels of many ray tracing algorithms is the intersection test for a ray with an Axis-Aligned Bounding Box (AABB). Floating point imprecision leads to incorrect ray/AABB intersection test...
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ISBN:
(数字)9781538685174
ISBN:
(纸本)9781538685174
One of the most heavily used kernels of many ray tracing algorithms is the intersection test for a ray with an Axis-Aligned Bounding Box (AABB). Floating point imprecision leads to incorrect ray/AABB intersection test results, which can lead not only to a substantial error in the photorealism of the image during rendering, by producing visually objectionable holes (false misses), but also to significant penalties to the ray tracer's performance and the power consumed, since the traversal is unnecessary (false hits). This work suggests a novel architecture that uses carefully-designed directed rounding and intervals for eliminating false misses and for investigating the trade-offs between false hit error rate, area and throughput when downscaling from high precision to low precision. The flexibility of FPGAs in terms of computational structure, pipelining and parallelism in conjunction with the massively parallel floating point operations in ray/AABB tests, makes them a very efficient choice for custom precision hardware computation. A fully-pipelined high-throughput architecture designed in RTL is demonstrated, featuring the provable elimination of false misses while quantifying false hits.
Teaching computer graphics is challenging since the subject requires a diverse range of skills such as mathematics, programming, and spatial reasoning. Researchers have attempted to address this by investigating diffe...
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ISBN:
(纸本)9781538678978
Teaching computer graphics is challenging since the subject requires a diverse range of skills such as mathematics, programming, and spatial reasoning. Researchers have attempted to address this by investigating different teaching methodologies and proposing various learning tools. However, most tools proposed previously are desktop-based and involve manipulation of 3D scenes using mouse or other similar interaction devices which use the same concepts as those of modelling and animation tools. Therefore, there is a need for an approach using handheld devices which allows interaction with the real environment so that interaction with 3D scenes would be easier, more natural, accessible, and intuitive. One potential approach is to use Augmented Reality (AR) technologies using mobile devices as it enables intuitive interactions and integrate virtual objects in a real-world view. In this research, we review previous research on tools for computer graphics education and suggest how augmented reality can be used to improve students learning of computer graphics.
The problems of using stray light visualization for the effective analysis and design of complex optical systems are considered. Examples of real applications are given where the use of the light propagation criterion...
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ISBN:
(数字)9781510619180
ISBN:
(纸本)9781510619180
The problems of using stray light visualization for the effective analysis and design of complex optical systems are considered. Examples of real applications are given where the use of the light propagation criterion in conjunction with the visual representation of the ray path makes it possible to effectively analyze complex optical design problems. The suggested solution allows not only to visualize source of the stray light in the optical system but alto to render the image on the detector taking into account diffuse scattering on all illuminated surfaces.
Atmospheric clouds are one of the vital elements in computer graphics especially for visualizing the natural phenomena of the atmospheric world. There is a need for understanding, designing and realizing a realistic a...
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ISBN:
(数字)9781728126104
ISBN:
(纸本)9781728126111
Atmospheric clouds are one of the vital elements in computer graphics especially for visualizing the natural phenomena of the atmospheric world. There is a need for understanding, designing and realizing a realistic and high- performance cloud animation system. It is a difficult task for new researchers to choose an appropriate method to represent and animate the atmospheric clouds in a virtual environment. In this paper, we therefore give an up-to-date review of the atmospheric cloud animation methods. The review is executed by searching, filtering, collecting, and analysing the main literature obtained from the selected online digital libraries and search engines. We classify, explain and discuss the existing cloud animation methods by dividing the methods systematically into six main categories: physics-driven methods, heuristics-driven methods, data-driven methods, hybrid-driven methods, control driven methods, and hardware-driven methods. We then point out the future trends of the atmospheric cloud animation research work. This review would be helpful to the new and experienced researchers as quick references and indications of the related topic in the cloud animation field. The experienced researchers might straightforwardly recognize the best or the most commonly used methods for a particular task and point out their strengths and weaknesses. Moreover, the new researchers will optimistically find a useful and up-to-date review of this field, get familiarized with the relevant resources of atmospheric cloud animation methods without consuming a lot of time and effort in looking for the desired information. This review could be used for the implementation of real-time, interactive as well as offline graphical applications.
The article is devoted to the development of the educational discipline "computer graphics" for the open education system. It is shown that at the present stage the integrated discipline "computer graph...
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ISBN:
(纸本)9781538658321
The article is devoted to the development of the educational discipline "computer graphics" for the open education system. It is shown that at the present stage the integrated discipline "computer graphics" can absorb the theoretical material of the discipline "Descriptive Geometry" and the practical area of the discipline "Engineering graphics". Geometric modeling is considered It is noted that modern software solutions allow to simulate three-dimensional objects of almost any complexity. The requirement for an electronic geometric model of the detail is singled out: the detail model must be editable - retain its geometric integrity with changes in the values of size constraints, i.e. should be predictably correctly rebuilt when making changes to the values of size dependencies. A strategy for constructing an electronic geometric model of the detail is proposed. It is noted that the allocation of electronic geometric modeling as the foundation of geometric-graphic education provides constructive use of the developing possibilities of computer graphics. The content of the integrated educational discipline "computer graphics" is described. The integrated educational discipline "computer graphics" provides the following basic competencies for the students: to know and apply the theory of geometric modeling to create electronic geometric forms of objects of technology and technology and be able to create electronic technical and technological documentation using modern graphic technologies.
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