In the first philosophical book wholly about photography, Patrick Maynard dispels some basic, persistent confusions by treating photography as a technology—a way to enhance and filter human power. Once photography is understood as a kind of technology, Maynard argues, insights about technology may be applied to provide the general perspective on photography that has been missing.
Unreal Engine 4 for Design Visualization is the first UE4 development guide written for non-gaming professionals and artists, bringing together all the knowledge they need to leverage UE4's immense power. World-class UE4 expert Thomas B. Shannon first introduces Unreal Engine 4's components and technical concepts, giving readers a strong foundation for all that comes next. Next, he mentors readers through the entire process of building outstanding visualization content for environment, audiences, and customers -- all with realistic, carefully documented, start-to-finish example projects. Reflecting the questions most often asked about visualization with UE4, Shannon addresses issues ranging from data import and processing to lighting, advanced materials, and rendering. Throughout, all content is written from the perspective of visualization users in architecture, engineering, or science, not gaming. All sample project files may be downloaded at a companion website, as well as bonus video tutorials.
Visualization is a novel interdisciplinary science for making any phenomenon clear by visualizing the invisible using computer techniques. The Atlas of Visualization presents the latest advances in visualization techniques, image processing, computer graphics, and visualization of measured and compound results. Focusing on both experimental and computer-aided visualization, this encyclopedic resource discusses all aspects of this new and evolving science. This volume includes cutting-edge information on turbulent flow, vortex, water spray, PIV, jet flames, thermal plume and numerical simulation, and heat and mass transfer. Encompasses all aspects of visualization! The Atlas of Visualization is concerned with all aspects of visualization, not just with engineering and physics applications, but with applications in disciplines such as the biomedical sciences, oceanography, agriculture, meteorology, and sports science. The aim of this book is to provide a medium for announcing the latest advances in visualization. Full color presentation! Books on visualization could not discuss complex phenomena without the use of color photographs. For this reason, the Atlas of Visualization is issued in full color. This allows the complex phenomena to be presented clearly, and combined phenomena are illustrated with quantitative results and detailed structure. Global perspective! The chapters and gravures in the Atlas are contributed by the world's top researchers, and provides both researchers and technicians with extremely useful information from the foremost innovators in the field of visualization. Computer scientists, mechanical engineers, physicists, applied and biological scientists, meteorologists, and sports scientists, as well as students of these disciplines, will find the Atlas of Visualization an essential source of all the latest knowledge in the field of visualization.
Over the last decade, flow visualization has advanced in step with the progress in laser and computer technologies. The scope of the International Symposium on Flow Visualiza- tion will be broader than ever, covering the range of infor- mation generally thought of as nonvisual and reflecting the inclusion of computer - aided methodologies. The Sixth In- ternational Symposium on Flow Visualization aims to attract the participation of experts and users of flow viualizing techniques on furthering an advanced philosophy for the de- velopment of the methods and their applications.
Patrick Maynard surveys the rich and varied practices of drawing, from the earliest markings on cave walls to the complex technical schematics that make the modern world possible, from cartoons and the first efforts of preschoolers to the works of skilled draftspeople and the greatest artists, East and West.
This book presents efficient visualization techniques, a prerequisite for the interactive exploration of complex data sets. High performance is demonstrated as a process of devising algorithms for the fast graphics processing units (GPUs) of modern graphics hardware. Coverage includes parallelization on cluster computers with several GPUs, adaptive rendering methods, and non-photorealistic rendering techniques for visualization.
The concepts of evolution and complexity theory have become part of the intellectual ether permeating the life sciences, the social and behavioral sciences, and, more recently, management science and economics. In this book, John E. Mayfield elegantly synthesizes core concepts from multiple disciplines to offer a new approach to understanding how evolution works and how complex organisms, structures, organizations, and social orders can and do arise based on information theory and computational science. Intended for the intellectually adventuresome, this book challenges and rewards readers with a nuanced understanding of evolution and complexity that offers consistent, durable, and coherent explanations for major aspects of our life experiences. Numerous examples throughout the book illustrate evolution and complexity formation in action and highlight the core function of computation lying at the work's heart.
Learn time-saving techniques and tested production-ready tips for maximum speed and efficiency in creating professional-level architectural visualizations in 3ds Max. Move from intermediate to an advanced level with specific and comprehensive instruction with this collaboration from nine different authors from around the world. Get their experience and skills in this full-color book, which not only teaches more advanced features, but also demonstrates the practical applications of those features to get readers ready for a real production environment. Fully updated for the most recent version of 3ds Max.
This book constitutes the referred proceedings of the First IFIP WG 13.7 International Workshop on Human Aspects of Visualization, HCIV 2009, held in Uppsala, Sweden, in August 2009, as a satellite workshop of INTERACT 2009. The 11 revised full papers presented were carefully reviewed and selected from numerous submissions. These articles in this book give an overview of important issues concerning human-computer interaction and information visualization. They highlight the research required to understand what aspects of analysis match human capabilities most closely and how interactive visual support should be designed and adapted to make optimal use of human capabilities in terms of information perception and processing.
Today we live in an information age: information has become a commodity, and every second thousands of new records are created. This explosion of massive data sets created by businesses, science and governments necessitates intelligent and more powerful computing paradigms so that users can benefit from this data. This information needs to be summarized and synthesized to support effective problem solving and decision making. The papers in this book assume an interdisciplinary approach based on three major methodologies: first, hybridization, i.e., combining methods in order to harness their strengths and avoid their shortcomings; second, multiphase processing, i.e., the step-wise preparation, evaluation and refinement of data; and, third, multi-agent and distributed processing, i.e., using intelligent agents as well as Web or grid architectures. The final vision of the authors is an intelligent information technology, encompassing theories and applications from, for example, artificial intelligence, data mining, grid computing, and statistical learning. This monograph presents the current state of research and development in both theoretical and application aspects of intelligent information analysis. It is a source of reference and includes numerous examples for researchers, graduate students and advanced professionals working in areas such as electronic commerce, business intelligence, and knowledge grids.
The goal of visualization is the accurate, interactive, and intuitive presentation of data. Complex numerical simulations, high-resolution imaging devices and incre- ingly common environment-embedded sensors are the primary generators of m- sive data sets. Being able to derive scienti?c insight from data increasingly depends on having mathematical and perceptual models to provide the necessary foundation for effective data analysis and comprehension. The peer-reviewed state-of-the-art research papers included in this book focus on continuous data models, such as is common in medical imaging or computational modeling. From the viewpoint of a visualization scientist, we typically collaborate with an application scientist or engineer who needs to visually explore or study an object which is given by a set of sample points, which originally may or may not have been connected by a mesh. At some point, one generally employs low-order piecewise polynomial approximationsof an object, using one or several dependent functions. In order to have an understanding of a higher-dimensional geometrical “object” or function, ef?cient algorithms supporting real-time analysis and manipulation (- tation, zooming) are needed. Often, the data represents 3D or even time-varying 3D phenomena (such as medical data), and the access to different layers (slices) and structures (the underlying topology) comprising such data is needed.
This book builds on a previous work ('Creative 3-D Display and Interaction Interfaces') but may be read as a stand-alone book. A trans-disciplinary approach is adopted thereby making the content accessible to wide-ranging audiences from both the sciences and humanities. Additionally, the book is highly relevant to computer users who would like to learn more about new approaches to computer interaction, to those wishing to develop new forms of creative digital media and to those within industry who are involved in the advancement of computers and computer related products.
The latest developments in rendering, visualization, and rasterization hardware are reported in this volume, which contains revised versions of thecontributions to the Sixth Eurographics Workshop on Graphics Hardware, held in Vienna in September 1991 in conjunction with the Eurographics '91 Conference. The book has five parts and a keynote paper, "Issues and Directions for Graphics Hardware Accelerators", by Kurt Akeley. The first part of the book concerns graphics hardware design, including simulation and silicon compilers. The second part contains two papers on graphics systems. The third part focuses on volume (voxel-based) machines, describing two devices to facilitate transformations of volumes. The fourth part includes papers on rasterization systems, including character rasterization and scan-conversion of triangular faces. The papers in the last part of the book focus on rendering machines. They include a programmable rendering engine, primitive shaders, and radiosity implementation on a parallel architecture.
Information visualization is not only about creating graphical displays of complex and latent information structures. It also contributes to a broader range of cognitive, social, and collaborative activities. This is the first book to examine information visualization from this perspective. This 2nd edition continues the unique and ambitious quest for setting information visualization and virtual environments in a unifying framework. It pays special attention to the advances made over the last 5 years and potentially fruitful directions to pursue. It is particularly updated to meet the need for practitioners. The book is a valuable source for researchers and graduate students.
R is the most widely used open-source statistical and programming environment for the analysis and visualization of biological data. Drawing on Gregg Hartvigsen's extensive experience teaching biostatistics and modeling biological systems, this text is an engaging, practical, and lab-oriented introduction to R for students in the life sciences. Underscoring the importance of R and RStudio in organizing, computing, and visualizing biological statistics and data, Hartvigsen guides readers through the processes of entering data into R, working with data in R, and using R to visualize data using histograms, boxplots, barplots, scatterplots, and other common graph types. He covers testing data for normality, defining and identifying outliers, and working with non-normal data. Students are introduced to common one- and two-sample tests as well as one- and two-way analysis of variance (ANOVA), correlation, and linear and nonlinear regression analyses. This volume also includes a section on advanced procedures and a chapter introducing algorithms and the art of programming using R.
This book features articles written by some of the most prominent leading applied mathematicians as well as young and promising ones. The common objective of these articles is to present an important issue which is currently widely discussed in scientific investigation with major human, economic or ecological implications. Each article is as deep as an expert lecture but is also self-contained, so that even isolated scientists with limited resources can profit greatly from it.