By Xianzheng Song, Jian Yang, Weijian Cong (auth.), Tieniu Tan, Qiuqi Ruan, Xilin Chen, Huimin Ma, Liang Wang (eds.)
This publication constitutes the refereed lawsuits of the chinese language convention on snapshot and pix applied sciences and purposes, 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 akin to the iteration of recent principles, new methods, new suggestions, new functions and new overview within the box of snapshot 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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Extra info for Advances in Image and Graphics Technologies: Chinese Conference, IGTA 2013, Beijing, China, April 2-3, 2013. Proceedings
1. 3-cycles of Mars rover target approach and instrument placement Severalvisual tracking methods for planetary rovers have been researched and havebeen demonstrated on the Marsokhod rover at Ames Research Centerand on Rocky 7 Rover at the Jet Propulsion Laboratory. TheMarsokhod tracker used the sign of the difference of Gaussian(SDOG) to match the target templates to new images. The Rocky 7 tracker used three-dimensional information from stereo images combined T. Tan et al. ): IGTA 2013, CCIS 363, pp.
Ocean Surface Rendering Using Shader Technologies 41 Fig. 4. Layers of perlin noise with different amplitudes and frequencies(left). Sum of the Layers(right) (2) Rendering Reflections If the water does not need to reflect everything, it is possible to use a pre-generated cube-map to calculate reflected colors. Cube-maps are a kind of hardware-accelerated texture maps. Just imagine a normal cube with six images on its sides. These images are taken as a photo from the center point of the cube, and they show what is visible from the surrounding terrain through the points of the sides.
Jun, L. Qiang, and Y. Fan-fan High Level Shader Language High Level Shader Language or HLSL is a programming language for GPUs developed by Microsoft for use with the Microsoft Direct3D API, so it works only on Microsoft platforms and on Xbox. Its syntax, expressions and functions are similar to the ones in the programming language C, and with the introduction of Direct3D 10 API, the graphic pipeline is virtually 100% programmable using only HLSL; in fact, assembly is no longer needed to generate shader code with the latest DirectX versions.