ISBN: 978-1-83926-128-2
Year: 2022
Binding: HB
Price: GBP 208.00
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

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