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Record Nr. |
UNISA996517755603316 |
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Titolo |
Computer vision - ACCV 2022 : 16th Asian conference on computer vision, Macao, China, December 4-8, 2022, proceedings, Part III / / edited by Lei Wang [and four others] |
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Pubbl/distr/stampa |
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Cham, Switzerland : , : Springer, , [2023] |
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©2023 |
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ISBN |
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Edizione |
[1st ed. 2023.] |
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Descrizione fisica |
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1 online resource (663 pages) |
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Collana |
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Lecture Notes in Computer Science, , 1611-3349 ; ; 13843 |
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Disciplina |
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Soggetti |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Nota di bibliografia |
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Includes bibliographical references and index. |
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Sommario/riassunto |
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The 7-volume set of LNCS 13841-13847 constitutes the proceedings of the 16th Asian Conference on Computer Vision, ACCV 2022, held in Macao, China, December 2022. The total of 277 contributions included in the proceedings set was carefully reviewed and selected from 836 submissions during two rounds of reviewing and improvement. The papers focus on the following topics: Part I: 3D computer vision; optimization methods; Part II: applications of computer vision, vision for X; computational photography, sensing, and display; Part III: low-level vision, image processing; Part IV: face and gesture; pose and action; video analysis and event recognition; vision and language; biometrics; Part V: recognition: feature detection, indexing, matching, and shape representation; datasets and performance analysis; Part VI: biomedical image analysis; deep learning for computer vision; Part VII: generative models for computer vision; segmentation and grouping; motion and tracking; document image analysis; big data, large scale methods. |
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2. |
Record Nr. |
UNINA9910967490303321 |
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Titolo |
Game physics pearls / / edited by Gino van den Bergen and Dirk Gregorius |
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Pubbl/distr/stampa |
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Natick, Mass. : , : A.K. Peters, , 2010 |
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ISBN |
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1-04-017932-0 |
0-429-18943-5 |
1-4665-3849-X |
1-4398-6555-8 |
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Edizione |
[1st ed.] |
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Descrizione fisica |
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1 online resource (366 p.) |
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Altri autori (Persone) |
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BergenGino van den |
GregoriusDirk |
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Disciplina |
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Soggetti |
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Video games - Programming |
Physics - Programming |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Description based upon print version of record. |
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Nota di bibliografia |
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Includes bibliographical references and index. |
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Nota di contenuto |
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Front Cover; Contents; Foreword; Preface; - I - Game Physics 101; - 1 - Mathematical Background; - 2 - Understanding Game Physics Artifacts; - II -Collision Detection; - 3 - Broad Phase and Constraint Optimization for PlayStation 3; - 4 - SAT in Narrow Phase and Contact-Manifold Generation; - 5 - Smooth Mesh Contacts with GJK; - III - Particles; - 6 - Optimized SPH; - 7 - Parallelizing Particle-Based Simulation on Multiple Processors; - IV - Constraint Solving; - 8 - Ropes as Constraints; - 9 - Quaternion-Based Constraints; - V - Soft Body; - 10 - Soft Bodies Using Finite Elements |
- 11 - Particle-Based Simulation Using Verlet Integration- 12 - Keep Yer Shirt On; - VI - Skinning; - 13 - Layered Skin Simulation; - 14 - Dynamic Secondary Skin Deformations; Glossary of Notation; Contributors |
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Sommario/riassunto |
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Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics, physics, and software engineering. This book is a gems-like collection of practical articles in the area of game physics. Each provides hands-on detail that can be used in practical |
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applications. The chapters cover topics such as collision detection, particle-based simulations, constraint solving, and soft-body simulation. An introductory section provides the mathematical foundations and offers some background for the problems i |
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