Conferences related to Computer Graphics

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2013 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

CVPR is the premiere annual Computer Vision event comprising the main CVPR conference and 27 co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry.


2013 IEEE International Conference on Multimedia and Expo (ICME)

To promote the exchange of the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities.

  • 2012 IEEE International Conference on Multimedia and Expo (ICME)

    IEEE International Conference on Multimedia & Expo (ICME) has been the flagship multimedia conference sponsored by four IEEE Societies. It exchanges the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities.

  • 2011 IEEE International Conference on Multimedia and Expo (ICME)

    Speech, audio, image, video, text processing Signal processing for media integration 3D visualization, animation and virtual reality Multi-modal multimedia computing systems and human-machine interaction Multimedia communications and networking Multimedia security and privacy Multimedia databases and digital libraries Multimedia applications and services Media content analysis and search Hardware and software for multimedia systems Multimedia standards and related issues Multimedia qu

  • 2010 IEEE International Conference on Multimedia and Expo (ICME)

    A flagship multimedia conference sponsored by four IEEE societies, ICME serves as a forum to promote the exchange of the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities.

  • 2009 IEEE International Conference on Multimedia and Expo (ICME)

    IEEE International Conference on Multimedia & Expo is a major annual international conference with the objective of bringing together researchers, developers, and practitioners from academia and industry working in all areas of multimedia. ICME serves as a forum for the dissemination of state-of-the-art research, development, and implementations of multimedia systems, technologies and applications.

  • 2008 IEEE International Conference on Multimedia and Expo (ICME)

    IEEE International Conference on Multimedia & Expo is a major annual international conference with the objective of bringing together researchers, developers, and practitioners from academia and industry working in all areas of multimedia. ICME serves as a forum for the dissemination of state-of-the-art research, development, and implementations of multimedia systems, technologies and applications.


2013 IEEE Virtual Reality (VR)

IEEE Virtual Reality is the premier international conference and exhibition on virtual reality.

  • 2012 IEEE Virtual Reality Workshops (VR)

    Immersive gaming 3D Interaction for VR VR systems and toolkits Augmented and mixed reality Computer graphics techniques Advanced display technology Immersive projection technology Multi-user and distributed VR and gaming Serious games Haptics, audio and other non-visual interfaces Tracking and Sensing Modeling and Simulation User studies and Evaluation Presence and Cognition Navigation Applications of AR/MR/VR

  • 2011 IEEE Virtual Reality (VR)

    IEEE Virtual Reality 2011 is the premier international conference and exhibition on virtual reality. It will be held on 19 23 March 2011 at SUNTEC Convention Center, Singapore. The conference focuses recent research and development in the fields of virtual environments, augmented reality, and 3D user interface.

  • 2010 IEEE Virtual Reality Conference (VR)

    IEEE VR 2010 is the premier international conference and exhibition in virtual reality. It provides a unique opportunity to interact with leading experts in VR and closely-related fields such as augmented reality, mixed reality and 3D user interfaces. Share your own work and educate yourself through exposure to the research of your peers from around the world.

  • 2009 IEEE Virtual Reality Conference (VR)

    Innovative research, groundbreaking technology, pioneering concepts and hands-on experiences in the disciplines of virtual reality, augmented reality, and 3D user interfaces is what IEEE VR 2009

  • 2008 IEEE Virtual Reality Conference (VR)

    The brightest minds, the most innovative research, the leading companies, and the most stimulating discussions in the fields of virtual environments, augmented reality, and 3D user interfaces.

  • 2007 IEEE Virtual Reality Conference (VR)

  • 2006 IEEE Virtual Reality Conference (VR)


2013 XXIV International Conference on Information, Communication and Automation Technologies (ICAT)

Computer Systems Architecture, Parallel and Distributed Computing, Software Engineering, Artificial and Swarm Intelligence, Soft-computing Methodologies and Evolutionary Computation, Image and Video Processing, Machine Learning and Knowledge Based Systems, Complex Systems: Modelling and Simulation, Linear, Non-linear and Hybrid Control, Predictive, Robust and Adaptive Control, Intelligent Control Systems, Sensors, Actuators and Mechatronic Systems, Robotics, Mobile Robots and Telerobotics, Motion Control Systems, Networked Controlled Systems, Real-time and Process Control, Computer and Microprocessor-Based Control, Fault Diagnostics and Fault Tolerant Systems, Electrical Machines and Drives, Drive Control and Applications, Hybrid Electric Vehicles, Mobile Computing and Networking, Network Protocols and Topologies, Network Architectures and Network-Based Applications, Wireless Communications, Quality of Service, Reliability and Performance Modelling and Network Measurement Techniques


2012 IEEE International Conference on Electro/Information Technology (EIT 2012)

This conference provides a high profile forum for disseminating the latest research on electrical and computer engineering with application in information technology. It brings together academic researchers, industrial scientists, and IT professionals from electrical engineering, computer engineering, computer science, and informatics to share late-breaking advances of these interdisciplinary fields.


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Periodicals related to Computer Graphics

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Computer

Computer, the flagship publication of the IEEE Computer Society, publishes peer-reviewed technical content that covers all aspects of computer science, computer engineering, technology, and applications. Computer is a resource that practitioners, researchers, and managers can rely on to provide timely information about current research developments, trends, best practices, and changes in the profession.


Computer Graphics and Applications, IEEE

IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...


Multimedia, IEEE

IEEE Multimedia Magazine covers a broad range of issues in multimedia systems and applications. Articles, product reviews, new product descriptions, book reviews, and announcements of conferences and workshops cover topics that include hardware and software for media compression, coding and processing; media representations and standards for storage, editing, interchange, transmission and presentation; hardware platforms supporting multimedia applications; operating systems suitable ...


Visualization and Computer Graphics, IEEE Transactions on

Specific topics include, but are not limited to: a) visualization techniques and methodologies; b) visualization systems and software; c) volume visulaization; d) flow visualization; e) information visualization; f) multivariate visualization; g) modeling and surfaces; h) rendering techniques and methodologies; i) graphics systems and software; j) animation and simulation; k) user interfaces; l) virtual reality; m) visual programming and program visualization; ...



Most published Xplore authors for Computer Graphics

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Xplore Articles related to Computer Graphics

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Interactive computer graphics for CAD

E. M. Freeman; C. W. Trowbridge Electronics and Power, 1982

Recent Government initiatives in CAD/CAE stress the importance to the British economy of the introduction of these new techniques. This article describes some of the concepts behind CAD/CAE and illustrates these with some examples of the sophisticated software packages available today


Improving Registration Accuracy of AR with Non-linear Camera Model

Jiaqi Wu; Weiqi Ding; Zhengpeng Yuan; Jinbo Chen 2006 International Conference on Mechatronics and Automation, 2006

Registration is one of the key techniques of augmented reality (AR) system. Recently, a registration method based on fundamental matrix is presented. This method needs neither auxiliary instruments nor man-made markers, therefore it has wide adaptability. But it's registration accuracy needs to be improved. With Tsai algorithm this paper introduce non-linear camera model and correct the image feature points to ...


Enhancing Remote Walkthrough for E-learning Environments on Mobile Devices over Heterogeneous Networks

Azzedine Boukerche; Richard Werner Nelem Pazzi 2006 IEEE Symposium on Virtual Environments, Human-Computer Interfaces and Measurement Systems, 2006

With the growth of the Internet and availability of high bandwidth connections to domestic users, it became possible to deploy remote navigation within virtual environments over the Internet. For instance, virtual museum walkthrough, virtual mall, gaming, training, monitoring, and e-learning, just to name a few. We have also seen a new trend towards wireless networks and the use of mobile ...


A multi-view video coding approach using Layered Depth Image

Xiaoyu Cheng; Lifeng Sun; Shiqiang Yang 2007 IEEE 9th Workshop on Multimedia Signal Processing, 2007

Multi-view video introduces more forms of interactivity and can potentially be used for a variety of applications, such as free-view video (FVV) and three- dimensional video (3DTV). However, the huge volume video data and the synthesis of virtual view limit the practicality of multi-view video. In this paper, we propose an approach to multi-view video coding, in which the mutli- ...


Demo: A distributed virtual vision simulator

Wiktor Starzyk; Adam Domurad; Faisal Z. Qureshi 2011 Fifth ACM/IEEE International Conference on Distributed Smart Cameras, 2011

Realistic virtual worlds can serve as laboratories for carrying out camera networks research. This unorthodox "Virtual Vision" paradigm advocates developing visually and behaviorally realistic 3D environments to serve the needs of computer vision. Our work on high-level coordination and control in camera networks is a testament to the suitability of virtual vision paradigm for camera networks research. The prerequisite for ...


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Educational Resources on Computer Graphics

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eLearning

Interactive computer graphics for CAD

E. M. Freeman; C. W. Trowbridge Electronics and Power, 1982

Recent Government initiatives in CAD/CAE stress the importance to the British economy of the introduction of these new techniques. This article describes some of the concepts behind CAD/CAE and illustrates these with some examples of the sophisticated software packages available today


Improving Registration Accuracy of AR with Non-linear Camera Model

Jiaqi Wu; Weiqi Ding; Zhengpeng Yuan; Jinbo Chen 2006 International Conference on Mechatronics and Automation, 2006

Registration is one of the key techniques of augmented reality (AR) system. Recently, a registration method based on fundamental matrix is presented. This method needs neither auxiliary instruments nor man-made markers, therefore it has wide adaptability. But it's registration accuracy needs to be improved. With Tsai algorithm this paper introduce non-linear camera model and correct the image feature points to ...


Enhancing Remote Walkthrough for E-learning Environments on Mobile Devices over Heterogeneous Networks

Azzedine Boukerche; Richard Werner Nelem Pazzi 2006 IEEE Symposium on Virtual Environments, Human-Computer Interfaces and Measurement Systems, 2006

With the growth of the Internet and availability of high bandwidth connections to domestic users, it became possible to deploy remote navigation within virtual environments over the Internet. For instance, virtual museum walkthrough, virtual mall, gaming, training, monitoring, and e-learning, just to name a few. We have also seen a new trend towards wireless networks and the use of mobile ...


A multi-view video coding approach using Layered Depth Image

Xiaoyu Cheng; Lifeng Sun; Shiqiang Yang 2007 IEEE 9th Workshop on Multimedia Signal Processing, 2007

Multi-view video introduces more forms of interactivity and can potentially be used for a variety of applications, such as free-view video (FVV) and three- dimensional video (3DTV). However, the huge volume video data and the synthesis of virtual view limit the practicality of multi-view video. In this paper, we propose an approach to multi-view video coding, in which the mutli- ...


Demo: A distributed virtual vision simulator

Wiktor Starzyk; Adam Domurad; Faisal Z. Qureshi 2011 Fifth ACM/IEEE International Conference on Distributed Smart Cameras, 2011

Realistic virtual worlds can serve as laboratories for carrying out camera networks research. This unorthodox "Virtual Vision" paradigm advocates developing visually and behaviorally realistic 3D environments to serve the needs of computer vision. Our work on high-level coordination and control in camera networks is a testament to the suitability of virtual vision paradigm for camera networks research. The prerequisite for ...


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IEEE-USA E-Books

  • No title

    Information theory (IT) tools, widely used in scientific fields such as engineering, physics, genetics, neuroscience, and many others, are also emerging as useful transversal tools in computer graphics. In this book, we present the basic concepts of IT and how they have been applied to the graphics areas of radiosity, adaptive ray-tracing, shape descriptors, viewpoint selection and saliency, scientific visualization, and geometry simplification. Some of the approaches presented, such as the viewpoint techniques, are now the state of the art in visualization. Almost all of the techniques presented in this book have been previously published in peer- reviewed conference proceedings or international journals. Here, we have stressed their common aspects and presented them in an unified way, so the reader can clearly see which problems IT tools can help solve, which specific tools to use, and how to apply them. A basic level of knowledge in computer graphics is required but basic concepts i IT are presented. The intended audiences are both students and practitioners of the fields above and related areas in computer graphics. In addition, IT practitioners will learn about these applications. Table of Contents: Information Theory Basics / Scene Complexity and Refinement Criteria for Radiosity / Shape Descriptors / Refinement Criteria for Ray-Tracing / Viewpoint Selection and Mesh Saliency / View Selection in Scientific Visualization / Viewpoint-based Geometry Simplification

  • No title

    Tiling theory is an elegant branch of mathematics that has applications in several areas of computer science. The most immediate application area is graphics, where tiling theory has been used in the contexts of texture generation, sampling theory, remeshing, and of course the generation of decorative patterns. The combination of a solid theoretical base (complete with tantalizing open problems), practical algorithmic techniques, and exciting applications make tiling theory a worthwhile area of study for practitioners and students in computer science. This synthesis lecture introduces the mathematical and algorithmic foundations of tiling theory to a computer graphics audience. The goal is primarily to introduce concepts and terminology, clear up common misconceptions, and state and apply important results. The book also describes some of the algorithms and data structures that allow several aspects of tiling theory to be used in practice. Table of Contents: Introduction / Tiling Basi s / Symmetry / Tilings by Polygons / Isohedral Tilings / Nonperiodic and Aperiodic Tilings / Survey

  • The Physical Interface

    This chapter contains sections titled: Manual Input Devices, Visual Displays and Computer Graphics, Input-Output Bandwidth, How Important Is Typing Skill?, Individualized Interfaces

  • No title

    Light field is one of the most representative image-based rendering techniques that generate novel virtual views from images instead of 3D models. The light field capture and rendering process can be considered as a procedure of sampling the light rays in the space and interpolating those in novel views. As a result, light field can be studied as a high-dimensional signal sampling problem, which has attracted a lot of research interest and become a convergence point between computer graphics and signal processing, and even computer vision. This lecture focuses on answering two questions regarding light field sampling, namely how many images are needed for a light field, and if such number is limited, where we should capture them. The book can be divided into three parts. First, we give a complete analysis on uniform sampling of IBR data. By introducing the surface plenoptic function, we are able to analyze the Fourier spectrum of non-Lambertian and occluded scenes. Given the spectrum, we also apply the generalized sampling theorem on the IBR data, which results in better rendering quality than rectangular sampling for complex scenes. Such uniform sampling analysis provides general guidelines on how the images in IBR should be taken. For instance, it shows that non- Lambertian and occluded scenes often require a higher sampling rate. Next, we describe a very general sampling framework named freeform sampling. Freeform sampling handles three kinds of problems: sample reduction, minimum sampling rate to meet an error requirement, and minimization of reconstruction error given a fixed number of samples. When the to-be-reconstructed function values are unknown, freeform sampling becomes active sampling. Algorithms of active sampling are developed for light field and show better results than the traditional uniform sampling approach. Third, we present a self-reconfigurable camera array that we developed, which features a very efficient algorithm for real-time rendering an the ability of automatically reconfiguring the cameras to improve the rendering quality. Both are based on active sampling. Our camera array is able to render dynamic scenes interactively at high quality. To the best of our knowledge, it is the first camera array that can reconfigure the camera positions automatically.

  • No title

    This book presents techniques to render photo-realistic images by programming the Graphics Processing Unit (GPU). We discuss effects such as mirror reflections, refractions, caustics, diffuse or glossy indirect illumination, radiosity, single or multiple scattering in participating media, tone reproduction, glow, and depth of field. The book targets game developers, graphics programmers, and also students with some basic understanding of computer graphics algorithms, rendering APIs like Direct3D or OpenGL, and shader programming. In order to make the book self-contained, the most important concepts of local illumination and global illumination rendering, graphics hardware, and Direct3D/HLSL programming are reviewed in the first chapters. After these introductory chapters we warm up with simple methods including shadow and environment mapping, then we move on toward advanced concepts aiming at global illumination rendering. Since it would have been impossible to give a rigorous review f all approaches proposed in this field, we go into the details of just a few methods solving each particular global illumination effect. However, a short discussion of the state of the art and links to the bibliography are also provided to refer the interested reader to techniques that are not detailed in this book. The implementation of the selected methods is also presented in HLSL, and we discuss their observed performance, merits, and disadvantages. In the last chapter, we also review how these techniques can be integrated in an advanced game engine and present case studies of their exploitation in games. Having gone through this book, the reader will have an overview of the state of the art, will be able to apply and improve these techniques, and most importantly, will be capable of developing brand new GPU algorithms. Table of Contents: Global Illumintation Rendering / Local Illumination Rendering Pipeline of GPUs / Programming and Controlling GPUs / Simple Improvements of the ocal Illumination Model / Ray Casting on the GPU / Specular Effects with Rasterization / Diffuse and Glossy Indirect Illumination / Pre-computation Aided Global Illumination / Participating Media Rendering / Fake Global Illumination / Postprocessing Effects / Integrating GI Effects in Games and Virtual Reality Systems / Bibliography

  • Index

    In 1959, the electronics manufacturer Stromberg-Carlson produced the S-C 4020, a device that allowed mainframe computers to present and preserve images. In the mainframe era, the output of text and image was quite literally peripheral; the S-C 4020 -- a strange and elaborate apparatus, with a cathode ray screen, a tape deck, a buffer unit, a film camera, and a photo-paper camera -- produced most of the computer graphics of the late 1950s and early 1960s. At Bell Laboratories in Murray Hill, New Jersey, the S-C 4020 became a crucial part of ongoing encounters among art, science, and technology. In this book, Zabet Patterson examines the extraordinary uses to which the Bell Labs SC-2040 was put between 1961 and 1972, exploring a series of early computer art projects shaped by the special computational affordances of the S-C 4020. The S-C 4020 produced tabular data, graph plotting and design drawings, grid projections, and drawings of axes and vectors; it made previously imposs ble visualizations possible. Among the works Patterson describes are E. E. Zajac's short film of an orbiting satellite, which drew on the machine's graphic capacities as well as the mainframe's calculations; a groundbreaking exhibit of "computer generated pictures" by B??la Julesz and Michael Noll, two scientists interested in visualization; animations by Kenneth Knowlton and the Bell Labs artist-in-residence Stan VanDerBeek; and Lillian Schwartz's "cybernetic" film Pixillation. Arguing for the centrality of a peripheral, Patterson makes a case for considering computational systems not simply as machines but in their cultural and historical context.

  • No title

    <p>This synthesis lecture presents an intuitive introduction to the mathematics of motion and deformation in computer graphics. Starting with familiar concepts in graphics, such as Euler angles, quaternions, and affine transformations, we illustrate that a mathematical theory behind these concepts enables us to develop the techniques for efficient/effective creation of computer animation.</p> <p>This book, therefore, serves as a good guidepost to mathematics (differential geometry and Lie theory) for students of geometric modeling and animation in computer graphics. Experienced developers and researchers will also benefit from this book, since it gives a comprehensive overview of mathematical approaches that are particularly useful in character modeling, deformation, and animation.</p>

  • No title

    Plants and trees are among the most complex natural objects. Much work has been done attempting to model them, with varying degrees of success. In this book, we review the various approaches in computer graphics, which we categorize as rule-based, image-based, and sketch-based methods. We describe our approaches for modeling plants and trees using images. Image-based approaches have the distinct advantage that the resulting model inherits the realistic shape and complexity of a real plant or tree. We use different techniques for modeling plants (with relatively large leaves) and trees (with relatively small leaves).With plants, we model each leaf from images, while for trees, the leaves are only approximated due to their small size and large number. Both techniques start with the same initial step of structure from motion on multiple images of the plant or tree that is to be modeled. For our plant modeling system, because we need to model the individual leaves, these leaves need to be segmented out from the images. We designed our plant modeling system to be interactive, automating the process of shape recovery while relying on the user to provide simple hints on segmentation. Segmentation is performed in both image and 3D spaces, allowing the user to easily visualize its effect immediately. Using the segmented image and 3D data, the geometry of each leaf is then automatically recovered from the multiple views by fitting a deformable leaf model. Our system also allows the user to easily reconstruct branches in a similar manner. To model trees, because of the large leaf count, small image footprint, and widespread occlusions, we do not model the leaves exactly as we do for plants. Instead, we populate the tree with leaf replicas from segmented source images to reconstruct the overall tree shape. In addition, we use the shape patterns of visible branches to predict those of obscured branches. As a result, we are able to design our tree modeling system so as to minimi e user intervention. We also handle the special case of modeling a tree from only a single image. Here, the user is required to draw strokes on the image to indicate the tree crown (so that the leaf region is approximately known) and to refine the recovery of branches. As before, we concatenate the shape patterns from a library to generate the 3D shape. To substantiate the effectiveness of our systems, we show realistic reconstructions of a variety of plants and trees from images. Finally, we offer our thoughts on improving our systems and on the remaining challenges associated with plant and tree modeling. Table of Contents: Introduction / Review of Plant and Tree Modeling Techniques / Image- Based Technique for Modeling Plants / Image-Based Technique for Modeling Trees / Single Image Tree Modeling / Summary and Concluding Remarks / Acknowledgments

  • No title

    This synthesis lecture presents an intuitive introduction to the mathematics of motion and deformation in computer graphics. Starting with familiar concepts in graphics, such as Euler angles, quaternions, and affine transformations, we illustrate that a mathematical theory behind these concepts enables us to develop the techniques for efficient/effective creation of computer animation. This book, therefore, serves as a good guidepost to mathematics (differential geometry and Lie theory) for students of geometric modeling and animation in computer graphics. Experienced developers and researchers will also benefit from this book, since it gives a comprehensive overview of mathematical approaches that are particularly useful in character modeling, deformation, and animation. Table of Contents: Preface / Symbols and Notations / Introduction / Rigid Transformation / Affine Transformation / Exponential and Logarithm of Matrices / 2D Affine Transformation between Two Triangles / Global 2D Sh pe Interpolation / Parametrizing 3D Positive Affine Transformations / Further Readings / Bibliography / Authors' Biographies

  • No title

    Quaternion multiplication can be used to rotate vectors in three-dimensions. Therefore, in computer graphics, quaternions have three principal applications: to increase speed and reduce storage for calculations involving rotations, to avoid distortions arising from numerical inaccuracies caused by floating point computations with rotations, and to interpolate between two rotations for key frame animation. Yet while the formal algebra of quaternions is well-known in the graphics community, the derivations of the formulas for this algebra and the geometric principles underlying this algebra are not well understood. The goals of this monograph are to provide a fresh, geometric interpretation for quaternions, appropriate for contemporary computer graphics, based on mass-points; to present better ways to visualize quaternions, and the effect of quaternion multiplication on points and vectors in three dimensions using insights from the algebra and geometry of multiplication in the complex p ane; to derive the formula for quaternion multiplication from first principles; to develop simple, intuitive proofs of the sandwiching formulas for rotation and reflection; to show how to apply sandwiching to compute perspective projections. In addition to these theoretical issues, we also address some computational questions. We develop straightforward formulas for converting back and forth between quaternion and matrix representations for rotations, reflections, and perspective projections, and we discuss the relative advantages and disadvantages of the quaternion and matrix representations for these transformations. Moreover, we show how to avoid distortions due to floating point computations with rotations by using unit quaternions to represent rotations. We also derive the formula for spherical linear interpolation, and we explain how to apply this formula to interpolate between two rotations for key frame animation. Finally, we explain the role of quaternions in low-dimensional lifford algebras, and we show how to apply the Clifford algebra for R3 to model rotations, reflections, and perspective projections. To help the reader understand the concepts and formulas presented here, we have incorporated many exercises in order to clarify and elaborate some of the key points in the text. Table of Contents: Preface / Theory / Computation / Rethinking Quaternions and Clif ford Algebras / References / Further Reading / Author Biography




Jobs related to Computer Graphics

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