FUNDAMENTALS OF COMPUTER GRAPHICS AND DATA VISUALISATION

FUNDAMENTALS OF COMPUTER GRAPHICS AND DATA VISUALISATION

by: LISA HURLEY

ISBN: 978-1-83926-128-2

Year: 2022

Binding: HB

Price: GBP 208.00

About Book

Computer graphics and visualization are actively engaged in image and video editing and enhancement, special effects, 3D interactive content generation, pattern recognition and object recognition. The area of computer graphics and visualization consists image processing, computer graphics, visualization, visual analytics, GPU programming, simulation and geometry processing. The primary goals of these fields are the analysis, synthesis, understanding and manipulation of visual data such as images, video sequences, and geometric content. Computer graphics technology enables creation of synthetic 3D or 2D environments and user interfaces for different industries: entertainment (movies, video games), simulation (medical, military), scientific visualization and consumer electronics (mobile phones, media players). This book gives an overview of the current research trends and explores the challenges in several subfields of the scientific discipline of computer graphics. It deals with phantom haptic displays, dyeing in computer graphics, path-finding algorithm, computational methods, learning framework, web-based technologies, 3d computer modelling, rendering techniques, visualisation and reconstruction. The topics included in it are of utmost significance and bound to provide incredible insights to readers. This book has the character of a state-of-the-art survey that aims to bridge between academic researchers and industrial companies to present the latest discoveries and accomplishments in the field of computer graphics and visualization. This comprehensive issue will provide useful insights for students and researchers in computer graphics.



Preface............................................................................................................v

Chapter 1 Rendering Techniques in 3D Computer Graphics Based on Changes in the Brightness of the Object Background.......................................1

Abstract...................................................................................................1

1. Introduction............................................................................................2

2. Experimental..........................................................................................7

3. Results and discussion.......................................................................11

4. Conclusion............................................................................................23

Chapter 2 Usage of 3D Computer Modelling in Learning Engineering Graphics......................................................................................................29

Abstract.................................................................................................29

1. Introduction..........................................................................................30

2. Engineering graphic communications.............................................30

3. Technical sketch...................................................................................32

4. Technical drawings.............................................................................34

5. Visualization cycle..............................................................................34

6. Graphical methods of technical systems modelling....................36

7. Modelling, models and technical systems.....................................37

8. 3D modelling.......................................................................................40

9. Methods of computer graphics simulation, animation, and

analysis of virtual 3D models..........................................................43

10. Preparation of virtual 3D models of various technical systems

methodology‐formation model.........................................................48

11. Conclusion............................................................................................50

Acknowledgements.............................................................................51

Chapter 3 Developing an Interactive Knowledge-Based Learning Framework

with Support of Computer Graphics and Web-Based Technologies for

Enhancing Individuals’ Cognition, Scientific, Learning Performance

and Digital Literacy Competences .......................................................52

1. Introduction..........................................................................................52

2. Individuals’ tacit knowledge development based on interactive

media and electronics environments and sciences support.......58

3. Related work........................................................................................62

4. IIK-BLF Strategy and Information Visualization Technologies.64

5. Incremental and spiral information visualization knowledge

diffusion................................................................................................70

6. Reflections and conclusions..............................................................74

7. Acknowledgement ............................................................................77

Chapter 4 To See the Unseen – Computer Graphics in Visualisation and

Reconstruction of Archaeological and Historical Textiles ............90

1. Introduction ............................................................................... 90

2. Computer graphics in modelling textiles.......................................91

3. Virtual reconstruction of textiles......................................................95

4. Exemplary applications of computer graphics in the visualisation

and reconstruction of historical and archaeological textiles......99

5. Conclusions........................................................................................106

Chapter 5 Approach to Representation of Type-2 Fuzzy Sets Using

Computational Methods of Computer Graphics ...........................109

1. Introduction........................................................................................109

2. TIN and geometric computation....................................................110

3. Type-2 fuzzy sets..............................................................................116

4. Approximate representation of type-2 fuzzy sets......................119

5. Applications.......................................................................................121

6. Conclusion..........................................................................................128

7. Acknowledgment..............................................................................129

Chapter 6 Path-Finding Algorithm Application for Route-Searching in

Different Areas of Computer Graphics.............................................131

1. Introduction........................................................................................131

2. Graph theory basics..........................................................................132

3. Maps....................................................................................................134

4. Routes..................................................................................................138

5. Algorithms..........................................................................................138

6. Algorithm use cases and evaluation results................................143

7. Conclusion..........................................................................................150

8. Acknowledgements...........................................................................151

Chapter 7 Computer Graphic and PHANToM Haptic Displays: Powerful Tools to Understand How Humans Perceive Heaviness .............154

1. Introduction........................................................................................154

2. Factors influencing human perceptual system of heaviness ..155

3. Effects of object “size” on perceived heaviness ........................160

4. Pictorial depth cues of an object on perceived heaviness:

Virtual Vision + Virtual Haptics environment:

Third experiment .............................................................................167

5. Chapter conclusion ..........................................................................173

6. Acknowledgments ...........................................................................176

Chapter 8 Dyeing in Computer Graphics............................................................184

1. Introduction........................................................................................184

2. Related work......................................................................................186

3. Cloth weave model...........................................................................186

4. Dye transfer model...........................................................................187

5. Result...................................................................................................195

6. Conclusion..........................................................................................198

Citation......................................................................................................201

Index...........................................................................................................203


About Author

Lisa Hurley pursued her Ph.D. in Computer Graphics, Vision & Imaging from University College, Oslo. She is actively engaged in the researches focused on interactive content and communication design. She is Visiting Professor at Technical University, Tallinn. Hurley has been presented the “Distinguished Teaching Award” for her outstanding teaching service and the impact she has made worldwide. She has numerous articles, papers and book chapters to her credit. She is a distinguished figure with an experience of over two decades in the field of multimedia technology.