The Experts below are selected from a list of 93 Experts worldwide ranked by ideXlab platform
Clare L Comm - One of the best experts on this subject based on the ideXlab platform.
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course and classroom scheduling an Interactive Computer Graphics approach
Journal of Systems and Software, 1991Co-Authors: Dennis F X Mathaisel, Clare L CommAbstract:Abstract This paper introduces a new, Interactive, Computer Graphics approach to the problem of constructing and modifying course and classroom schedules. The system demonstrates that Graphics symbols on a Computer display can represent schedule information. Manipulation of the icons is interpreted by the system as scheduling commands which automatically update the data base, test schedule constraints for feasibility, and immediately redisplay the newly modified information in graphic form. A course is moved in time and place (classroom) by the movement of the corresponding icon (rectangle) on the Computer screen. The shape of the icon is a function of the type and length of the course. The system speeds and simplifies schedule development over present manual methods, and over the present use of traditional electronic spreadsheets, but does not completely automate the schedule process.
Dennis F X Mathaisel - One of the best experts on this subject based on the ideXlab platform.
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course and classroom scheduling an Interactive Computer Graphics approach
Journal of Systems and Software, 1991Co-Authors: Dennis F X Mathaisel, Clare L CommAbstract:Abstract This paper introduces a new, Interactive, Computer Graphics approach to the problem of constructing and modifying course and classroom schedules. The system demonstrates that Graphics symbols on a Computer display can represent schedule information. Manipulation of the icons is interpreted by the system as scheduling commands which automatically update the data base, test schedule constraints for feasibility, and immediately redisplay the newly modified information in graphic form. A course is moved in time and place (classroom) by the movement of the corresponding icon (rectangle) on the Computer screen. The shape of the icon is a function of the type and length of the course. The system speeds and simplifies schedule development over present manual methods, and over the present use of traditional electronic spreadsheets, but does not completely automate the schedule process.
Yasunari Miyake - One of the best experts on this subject based on the ideXlab platform.
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Computer vision for Interactive Computer Graphics
IEEE Computer Graphics and Applications, 1998Co-Authors: William T. Freeman, Paul A. Beardsley, Chris N. Dodge, Craigd Weissman, Hiroshi Kage, Kazuo Kyuma, Michal Roth, David B. Anderson, William S. Yerazunis, Yasunari MiyakeAbstract:Computers looking through a camera at people is a potentially powerful technique to facilitate human-Computer interaction. The Computer can interpret the user's movements, gestures, and glances. Fundamental visual algorithms include tracking, shape recognition, and motion analysis. We describe several vision algorithms for Interactive Graphics and present various vision-controlled Graphics applications we built using them: vision-based Computer games, a hand-signal recognition system, and a television set controlled by hand gestures. Some of these applications can employ a special artificial retina chip for image detection or preprocessing.
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Computer vision for Interactive Computer Graphics
IEEE Computer Graphics and Applications, 1998Co-Authors: William T. Freeman, Paul A. Beardsley, Chris N. Dodge, Hiroshi Kage, Michal Roth, David B. Anderson, William S. Yerazunis, C.d. Weissman, I. Kyuma, Yasunari MiyakeAbstract:Vision can be a powerful interface device for Computers because of its potential for sensing body position, head orientation, direction of gaze, pointing commands, and gestures. Such unencumbered interaction can make Computers easier to use. We describe vision algorithms for Interactive Graphics and present vision-controlled Graphics applications using these algorithms. Some applications employ an artificial retina chip for image detection or preprocessing.
Edward Angel - One of the best experts on this subject based on the ideXlab platform.
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Interactive Computer Graphics with webgl
2016Co-Authors: Edward Angel, Dave ShreinerAbstract:Interactive Computer Graphics with WebGL, Seventh Edition , is suitable for undergraduate students in Computer science and engineering, for students in other disciplines who have good programming skills, and for professionals interested in Computer animation and Graphics using the latest version of WebGL. Computer animation and Graphics are now prevalent in everyday life from the Computer screen, to the movie screen, to the smart phone screen. The growing excitement about WebGL applications and their ability to integrate HTML5, inspired the authors to exclusively use WebGL in the Seventh Edition of Interactive Computer Graphics with WebGL. Thisis the only introduction to Computer Graphics text for undergraduates that fully integrates WebGL and emphasizes application-based programming. The top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own 3D Graphics. Teaching and Learning Experience This program will provide a better teaching and learning experiencefor you and your students. It will help: Engage Students Immediately with 3D Material: A top-down, programming-oriented approach allows for coverage of engaging 3D material early in the course so students immediately begin to create their own Graphics. Introduce Computer Graphics Programming with WebGL and JavaScript: WebGL is not only fully shader-basedeach application must provide at least a vertex shader and a fragment shaderbut also a version that works within the latest web browsers.
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Interactive Computer Graphics a top down approach with shader based opengl
2011Co-Authors: Edward Angel, Dave ShreinerAbstract:This book is suitable for undergraduate students in Computer science and engineering, for students in other disciplines who have good programming skills, and for professionals. Computer animation and Graphicsonce rare, complicated, and comparatively expensiveare now prevalent in everyday life from the Computer screen to the movie screen. Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL, 6e, is the only introduction to Computer Graphics text for undergraduates that fully integrates OpenGL 3.1 and emphasizes application-based programming. Using C and C++, the top-down, programming-oriented approach allows for coverage of engaging 3D material early in the text so readers immediately begin to create their own 3D Graphics. Low-level algorithms (for topics such as line drawing and filling polygons) are presented after readers learn to create Graphics.
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Interactive Computer Graphics
2002Co-Authors: Edward AngelAbstract:From the Publisher: This book teaches beginners how to create interesting Computer Graphics. It takes a top-down approach that starts readers creating interesting Computer Graphics from the start using OpenGL. Interactive Computer Graphics, 3/e features a top-down, programming-oriented approach to Computer Graphics. Capitalizing upon this top-down and hands-on approach, the text quickly gets readers writing interesting 3D Graphics programs. Angel uses OpenGL, a Graphics library supported by most workstations, as well as the C and C++ programming languages, allowing readers to be aware of what is happening at the lowest levels of Computer-Graphics programming. This revision includes extensive 2-color art and Graphics to bring important concepts to life. This book is ideal for programmers looking for a hands-on introduction to Computer-Graphics programming that allows them to start writing 3D Graphics programs early on.
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Interactive Computer Graphics a top down approach with opengl primer package 2nd edition
2001Co-Authors: Edward AngelAbstract:From the Publisher: B> Ed Angel's Interactive Computer Graphics, Second Edition is now accompanied by his new OpenGL: A Primer at no extra cost. This concise OpenGL: A Primer provides an introduction to OpenGL version 1.2 Interactive Computer Graphics, 2/e features a top-down, programming-oriented approach to Computer Graphics. Capitalizing upon this top-down and hands-on approach, the text quickly gets readers writing interesting 3D Graphics programs. Angel uses OpenGL, a Graphics library supported by most workstations, and the C programming language (which, like OpenGL, is not object-oriented), allowing readers to be aware of what is happening at the lowest levels of Computer-Graphics programming. OpenGL: A Primer presents the commands, provides examples, and discusses common beginners' pitfalls when talking about: two-dimensional programs; interaction and animation; three-dimensional programs; transformations; lights and materials; bits and pixels; texture mapping; curves and surfaces; as well as some advanced features. It presents a non-mathematical treatment of OpenGL, with an approach that gets students using OpenGL quickly by focusing on the Rhow to. This package is ideal for programmers looking for a hands-on introduction to Computer-Graphics programming and/or OpenGL that allows them to start writing 3D Graphics programs early on. Both books are also appropriate for use as references.
William T. Freeman - One of the best experts on this subject based on the ideXlab platform.
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Computer vision for Interactive Computer Graphics
IEEE Computer Graphics and Applications, 1998Co-Authors: William T. Freeman, Paul A. Beardsley, Chris N. Dodge, Craigd Weissman, Hiroshi Kage, Kazuo Kyuma, Michal Roth, David B. Anderson, William S. Yerazunis, Yasunari MiyakeAbstract:Computers looking through a camera at people is a potentially powerful technique to facilitate human-Computer interaction. The Computer can interpret the user's movements, gestures, and glances. Fundamental visual algorithms include tracking, shape recognition, and motion analysis. We describe several vision algorithms for Interactive Graphics and present various vision-controlled Graphics applications we built using them: vision-based Computer games, a hand-signal recognition system, and a television set controlled by hand gestures. Some of these applications can employ a special artificial retina chip for image detection or preprocessing.
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Computer vision for Interactive Computer Graphics
IEEE Computer Graphics and Applications, 1998Co-Authors: William T. Freeman, Paul A. Beardsley, Chris N. Dodge, Hiroshi Kage, Michal Roth, David B. Anderson, William S. Yerazunis, C.d. Weissman, I. Kyuma, Yasunari MiyakeAbstract:Vision can be a powerful interface device for Computers because of its potential for sensing body position, head orientation, direction of gaze, pointing commands, and gestures. Such unencumbered interaction can make Computers easier to use. We describe vision algorithms for Interactive Graphics and present vision-controlled Graphics applications using these algorithms. Some applications employ an artificial retina chip for image detection or preprocessing.