By Xianzheng Song, Jian Yang, Weijian Cong (auth.), Tieniu Tan, Qiuqi Ruan, Xilin Chen, Huimin Ma, Liang Wang (eds.)
This booklet constitutes the refereed lawsuits of the chinese language convention on photo and pictures applied sciences and functions, IGTA 2013, held in Beijing, China, in April 2013. The forty papers and posters provided have been conscientiously reviewed and chosen from 89 submissions. The papers tackle concerns resembling the iteration of recent rules, new ways, new recommendations, new functions and new review within the box of photograph processing and graphics.
Read or Download Advances in Image and Graphics Technologies: Chinese Conference, IGTA 2013, Beijing, China, April 2-3, 2013. Proceedings PDF
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Additional resources for Advances in Image and Graphics Technologies: Chinese Conference, IGTA 2013, Beijing, China, April 2-3, 2013. Proceedings
IEEE Press, San Francisco (2010) 12. : Face-TLD: Tracking-Learning-Detection Applied to Faces. In: IEEE International Conference on Image Processing. com Abstract. In this paper, real-time water rendering approaches using the graphics hardware is described. The key optical and motion characteristics of water are present. Although, the complex optical behavior and physical interactions can be calculated absolutely accurate, the computational capacity of today’s graphic cards is limited; the optimal compromise between realism and accuracy can be different depending on the target platform and required result.
1 Water Representation Representing water by three-dimensional girds make various realistic water behavior simulation possible. The main idea is simple: we determine the physical forces and compute all their effects on the elements of the grid. Although they are easy to describe, the computations can be expensive. If the extreme computation expense is reasonable, it can be used for rendering of small areas of water, and in this case, for example, the Navier-Stokes equations can be nicely applied.
Qiang, and Y. Fan-fan It could then be simplified further as follow. 1 R α (4) However this equation is too complex to be computed on GPU per-pixel. Therefore, a frequently used approximation is given below: R α R 0 1 0 1 cos (5) This function is very similar to the one described previously so the loss of quality is really insignificant. R 0 is constant and therefore it should be computed only once and then passed to the pixel shader. 2 Water Moving Rules Describing ocean waves is a huge challenge.