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This book constitutes the refereed proceedings of the 37th Computer Graphics International Conference, CGI 2020, held in Geneva, Switzerland, in October 2020. The conference was held virtually. The 43 full papers presented together with 3 short papers were carefully reviewed and selected from 189 submissions. The papers address topics such as: virtual reality; rendering and textures; augmented and mixed reality; video processing; image processing; fluid simulation and control; meshes and topology; visual simulation and aesthetics; human computer interaction; computer animation; geometric computing; robotics and vision; scientific visualization; and machine learning for graphics.
Application software. --- Artificial intelligence. --- Optical data processing. --- Computer organization. --- User interfaces (Computer systems). --- Pattern recognition. --- Computer Applications. --- Artificial Intelligence. --- Image Processing and Computer Vision. --- Computer Systems Organization and Communication Networks. --- User Interfaces and Human Computer Interaction. --- Pattern Recognition. --- Design perception --- Pattern recognition --- Form perception --- Perception --- Figure-ground perception --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction --- Organization, Computer --- Electronic digital computers --- Optical computing --- Visual data processing --- Bionics --- Electronic data processing --- Integrated optics --- Photonics --- Computers --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Cognitive science --- Digital computer simulation --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Application computer programs --- Application computer software --- Applications software --- Apps (Computer software) --- Computer software --- Optical equipment --- Computer graphics
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This edited book is one of the first to describe how Autonomous Virtual Humans and Social Robots can interact with real people and be aware of the surrounding world using machine learning and AI. It includes: · Many algorithms related to the awareness of the surrounding world such as the recognition of objects, the interpretation of various sources of data provided by cameras, microphones, and wearable sensors · Deep Learning Methods to provide solutions to Visual Attention, Quality Perception, and Visual Material Recognition · How Face Recognition and Speech Synthesis will replace the traditional mouse and keyboard interfaces · Semantic modeling and rendering and shows how these domains play an important role in Virtual and Augmented Reality Applications. Intelligent Scene Modeling and Human-Computer Interaction explains how to understand the composition and build very complex scenes and emphasizes the semantic methods needed to have an intelligent interaction with them. It offers readers a unique opportunity to comprehend the rapid changes and continuous development in the fields of Intelligent Scene Modeling. .
User interfaces (Computer systems). --- Computer simulation. --- User Interfaces and Human Computer Interaction. --- Simulation and Modeling. --- Computer modeling --- Computer models --- Modeling, Computer --- Models, Computer --- Simulation, Computer --- Electromechanical analogies --- Mathematical models --- Simulation methods --- Model-integrated computing --- Interfaces, User (Computer systems) --- Human-machine systems --- Human-computer interaction
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Computer graphics --- Computer graphics. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Digital techniques
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Modeling and Simulating Bodies and Garments is a comprehensive visual textbook, dealing with all aspects of 3D virtual clothing and allowing users to try on virtual outfits. It covers a number of topics including: - Body modeling and animation - Character based adaptation - Cloth modeling and simulation - Design and animation of patterns and clothes - Virtual prototyping The chapters cover the complex issues that have to be addressed in order to successfully implement a 3D virtual try-on, discussing the adjustments that have to be made to calibrate the dimensions, the effects of motion, and cloth retargeting. The ultimate goal is for humans to see themselves at any time, wearing any clothing available in the database, adapted to their body size. Students and practitioners alike will benefit from the information contained in the book. Many images are included, and more can be found on www.miralab.ch.
Artificial intelligence. Robotics. Simulation. Graphics --- Computer. Automation --- beeldverwerking --- vormgeving --- grafische vormgeving --- mineralen (chemie) --- simulaties --- mijnbouw
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Artificial intelligence. Robotics. Simulation. Graphics --- Computer architecture. Operating systems --- Animated cartoons by computer --- Animation [Computer ] --- Animation par ordinateur --- Computer animation --- Computer-assisted film making --- Computeranimatie --- Interactieve computersystemen --- Interactive computer systems --- Systemes d'ordinateurs interactifs
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Artificial intelligence. Robotics. Simulation. Graphics --- 681.3*I37 --- Three-dimensional graphics and realism: animation; visible line/surface algorithms (Computer graphics) --- 681.3*I37 Three-dimensional graphics and realism: animation; visible line/surface algorithms (Computer graphics) --- Computer animation
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