Foundations for Computer Graphics, Vision, and Image Processing
Author: Daniel Cohen-Or,Chen Greif,Tao Ju,Niloy J. Mitra,Ariel Shamir,Olga Sorkine-Hornung,Hao (Richard) Zhang
Publisher: CRC Press
A Sampler of Useful Computational Tools for Applied Geometry, Computer Graphics, and Image Processing shows how to use a collection of mathematical techniques to solve important problems in applied mathematics and computer science areas. The book discusses fundamental tools in analytical geometry and linear algebra. It covers a wide range of topics, from matrix decomposition to curvature analysis and principal component analysis to dimensionality reduction. Written by a team of highly respected professors, the book can be used in a one-semester, intermediate-level course in computer science. It takes a practical problem-solving approach, avoiding detailed proofs and analysis. Suitable for readers without a deep academic background in mathematics, the text explains how to solve non-trivial geometric problems. It quickly gets readers up to speed on a variety of tools employed in visual computing and applied geometry.
A basic problem in computer vision is to understand the structure of a real world scene given several images of it. Techniques for solving this problem are taken from projective geometry and photogrammetry. Here, the authors cover the geometric principles and their algebraic representation in terms of camera projection matrices, the fundamental matrix and the trifocal tensor. The theory and methods of computation of these entities are discussed with real examples, as is their use in the reconstruction of scenes from multiple images. The new edition features an extended introduction covering the key ideas in the book (which itself has been updated with additional examples and appendices) and significant new results which have appeared since the first edition. Comprehensive background material is provided, so readers familiar with linear algebra and basic numerical methods can understand the projective geometry and estimation algorithms presented, and implement the algorithms directly from the book.
Author: David A. Forsyth,Okan Arikan,Leslie Ikemoto
Publisher: Now Publishers Inc
Computational Studies of Human Motion: Part 1, Tracking and Motion Synthesis reviews methods for kinematic tracking of the human body in video. The review confines itself to the earlier stages of motion, focusing on tracking and motion synthesis. There is an extensive discussion of open issues. The authors identify some puzzling phenomena associated with the choice of human motion representation --- joint angles vs. joint positions. The review concludes with a quick guide to resources and an extensive bibliography of over 400 references. Computational Studies of Human Motion: Part 1, Tracking and Motion Synthesis is an invaluable reference for those engaged in computational geometry, computer graphics, image processing, imaging in general, and robotic.
Hugely successful and popular text presenting an extensive and comprehensive guide for all R users The R language is recognized as one of the most powerful and flexible statistical software packages, enabling users to apply many statistical techniques that would be impossible without such software to help implement such large data sets. R has become an essential tool for understanding and carrying out research. This edition: Features full colour text and extensive graphics throughout. Introduces a clear structure with numbered section headings to help readers locate information more efficiently. Looks at the evolution of R over the past five years. Features a new chapter on Bayesian Analysis and Meta-Analysis. Presents a fully revised and updated bibliography and reference section. Is supported by an accompanying website allowing examples from the text to be run by the user. Praise for the first edition: ‘…if you are an R user or wannabe R user, this text is the one that should be on your shelf. The breadth of topics covered is unsurpassed when it comes to texts on data analysis in R.’ (The American Statistician, August 2008) ‘The High-level software language of R is setting standards in quantitative analysis. And now anybody can get to grips with it thanks to The R Book…’ (Professional Pensions, July 2007)
Graphics Shaders: Theory and Practice is intended for a second course in computer graphics at the undergraduate or graduate level, introducing shader programming in general, but focusing on the GLSL shading language. While teaching how to write programmable shaders, the authors also teach and reinforce the fundamentals of computer graphics. The second edition has been updated to incorporate changes in the OpenGL API (OpenGL 4.x and GLSL 4.x0) and also has a chapter on the new tessellation shaders, including many practical examples. The book starts with a quick review of the graphics pipeline, emphasizing features that are rarely taught in introductory courses, but are immediately exposed in shader work. It then covers shader-specific theory for vertex, tessellation, geometry, and fragment shaders using the GLSL 4.x0 shading language. The text also introduces the freely available glman tool that enables you to develop, test, and tune shaders separately from the applications that will use them. The authors explore how shaders can be used to support a wide variety of applications and present examples of shaders in 3D geometry, scientific visualization, geometry morphing, algorithmic art, and more. Features of the Second Edition: Written using the most recent specification releases (OpenGL 4.x and GLSL 4.x0) including code examples brought up-to-date with the current standard of the GLSL language. More examples and more exercises A chapter on tessellation shaders An expanded Serious Fun chapter with examples that illustrate using shaders to produce fun effects A discussion of how to handle the major changes occurring in the OpenGL standard, and some C++ classes to help you manage that transition The authors thoroughly explain the concepts, use sample code to describe details of the concepts, and then challenge you to extend the examples. They provide sample source code for many of the book’s examples at www.cgeducation.org
Author: Marcus A. Magnor,Oliver Grau,Olga Sorkine-Hornung,Christian Theobalt
Publisher: CRC Press
Create Genuine Visual Realism in Computer Graphics Digital Representations of the Real World: How to Capture, Model, and Render Visual Reality explains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of new capture modalities, reconstruction approaches, and visual perception into the computer graphics pipeline. Understand the Entire Pipeline from Acquisition, Reconstruction, and Modeling to Realistic Rendering and Applications The book covers sensors for capturing 3D scenes, including regular cameras, wide-angle omnidirectional cameras, active range scanners, and plenoptic (multi-viewpoint) cameras, as well as fundamental algorithms for processing the imagery, such as stereo correspondence and 3D structure and motion recovery. It describes 3D modeling techniques, from generic object models (such as 3D meshes) to more domain-specific models (such as human shape and motion models). The book also discusses how techniques, including image- and video-based rendering, meet speed and realism requirements. Overcome Challenges in Your Own Research Experiments This book is both an accessible introduction to the emerging research of real-world visual computing and a practical guide that shows you how to start implementing frequently encountered methods.
Image synthesis, or rendering, is a field of transformation: it changes geometry and physics into meaningful images. Because the most popular algorithms frequently change, it is increasingly important for researchers and implementors to have a basic understanding of the principles of image synthesis. Focusing on theory, Andrew Glassner provides a comprehensive explanation of the three core fields of study that come together to form digital image synthesis: the human visual system, digital signal processing, and the interaction of matter and light. Assuming no more than a basic background in calculus, Glassner transforms his passion and expertise into a thorough presentation of each of these disciplines, and their elegant orchestration into modern rendering techniques such as radiosity and ray tracing.
Introduced 160 years ago as an attempt to generalize complex numbers to higher dimensions, quaternions are now recognized as one of the most important concepts in modern computer graphics. They offer a powerful way to represent rotations and compared to rotation matrices they use less memory, compose faster, and are naturally suited for efficient interpolation of rotations. Despite this, many practitioners have avoided quaternions because of the mathematics used to understand them, hoping that some day a more intuitive description will be available. The wait is over. Andrew Hanson's new book is a fresh perspective on quaternions. The first part of the book focuses on visualizing quaternions to provide the intuition necessary to use them, and includes many illustrative examples to motivate why they are important—a beautiful introduction to those wanting to explore quaternions unencumbered by their mathematical aspects. The second part covers the all-important advanced applications, including quaternion curves, surfaces, and volumes. Finally, for those wanting the full story of the mathematics behind quaternions, there is a gentle introduction to their four-dimensional nature and to Clifford Algebras, the all-encompassing framework for vectors and quaternions. Richly illustrated introduction for the developer, scientist, engineer, or student in computer graphics, visualization, or entertainment computing. Covers both non-mathematical and mathematical approaches to quaternions.
This book provides a self-contained and up-to-date treatment of the Monte Carlo method and develops a common framework under which various Monte Carlo techniques can be "standardized" and compared. Given the interdisciplinary nature of the topics and a moderate prerequisite for the reader, this book should be of interest to a broad audience of quantitative researchers such as computational biologists, computer scientists, econometricians, engineers, probabilists, and statisticians. It can also be used as a textbook for a graduate-level course on Monte Carlo methods.
Physically Based Rendering: From Theory to Implementation, Third Edition, describes both the mathematical theory behind a modern photorealistic rendering system and its practical implementation. Through a method known as 'literate programming', the authors combine human-readable documentation and source code into a single reference that is specifically designed to aid comprehension. The result is a stunning achievement in graphics education. Through the ideas and software in this book, users will learn to design and employ a fully-featured rendering system for creating stunning imagery. This completely updated and revised edition includes new coverage on ray-tracing hair and curves primitives, numerical precision issues with ray tracing, LBVHs, realistic camera models, the measurement equation, and much more. It is a must-have, full color resource on physically-based rendering. Presents up-to-date revisions of the seminal reference on rendering, including new sections on bidirectional path tracing, numerical robustness issues in ray tracing, realistic camera models, and subsurface scattering Provides the source code for a complete rendering system allowing readers to get up and running fast Includes a unique indexing feature, literate programming, that lists the locations of each function, variable, and method on the page where they are first described Serves as an essential resource on physically-based rendering
In recent years visual devices have proliferated, from the massive high-resolution, high-contrast screens to the tiny ones on mobile phones, with their limited dynamic range and color gamut. The wide variety of screens on which content may be viewed creates a challenge for developers. Adapting visual content for optimized viewing on all devices is called retargeting. This is the first book to provide a holistic view of the subject, thoroughly reviewing and analyzing the many techniques that have been developed for retargeting along dimensions such as color gamut, dynamic range, and spatial resolution.
Mario Botsch,Leif Kobbelt,Mark Pauly,Pierre Alliez,Bruno Levy
Author: Mario Botsch,Leif Kobbelt,Mark Pauly,Pierre Alliez,Bruno Levy
Publisher: CRC Press
Geometry processing, or mesh processing, is a fast-growing area of research that uses concepts from applied mathematics, computer science, and engineering to design efficient algorithms for the acquisition, reconstruction, analysis, manipulation, simulation, and transmission of complex 3D models. Applications of geometry processing algorithms already cover a wide range of areas from multimedia, entertainment, and classical computer-aided design, to biomedical computing, reverse engineering, and scientific computing. Over the last several years, triangle meshes have become increasingly popular, as irregular triangle meshes have developed into a valuable alternative to traditional spline surfaces. This book discusses the whole geometry processing pipeline based on triangle meshes. The pipeline starts with data input, for example, a model acquired by 3D scanning techniques. This data can then go through processes of error removal, mesh creation, smoothing, conversion, morphing, and more. The authors detail techniques for those processes using triangle meshes. A supplemental website contains downloads and additional information.
This textbook introduces the “Fundamentals of Multimedia”, addressing real issues commonly faced in the workplace. The essential concepts are explained in a practical way to enable students to apply their existing skills to address problems in multimedia. Fully revised and updated, this new edition now includes coverage of such topics as 3D TV, social networks, high-efficiency video compression and conferencing, wireless and mobile networks, and their attendant technologies. Features: presents an overview of the key concepts in multimedia, including color science; reviews lossless and lossy compression methods for image, video and audio data; examines the demands placed by multimedia communications on wired and wireless networks; discusses the impact of social media and cloud computing on information sharing and on multimedia content search and retrieval; includes study exercises at the end of each chapter; provides supplementary resources for both students and instructors at an associated website.
Integrating Spatial Modeling and Decision Analysis
Author: Jo Eidsvik,Tapan Mukerji,Debarun Bhattacharjya
Publisher: Cambridge University Press
Category: Technology & Engineering
Gathering the right kind and the right amount of information is crucial for any decision-making process. This book presents a unified framework for assessing the value of potential data gathering schemes by integrating spatial modelling and decision analysis, with a focus on the Earth sciences. The authors discuss the value of imperfect versus perfect information, and the value of total versus partial information, where only subsets of the data are acquired. Concepts are illustrated using a suite of quantitative tools from decision analysis, such as decision trees and influence diagrams, as well as models for continuous and discrete dependent spatial variables, including Bayesian networks, Markov random fields, Gaussian processes, and multiple-point geostatistics. Unique in scope, this book is of interest to students, researchers and industry professionals in the Earth and environmental sciences, who use applied statistics and decision analysis techniques, and particularly to those working in petroleum, mining, and environmental geoscience.
Computer Vision Metrics provides an extensive survey and analysis of over 100 current and historical feature description and machine vision methods, with a detailed taxonomy for local, regional and global features. This book provides necessary background to develop intuition about why interest point detectors and feature descriptors actually work, how they are designed, with observations about tuning the methods for achieving robustness and invariance targets for specific applications. The survey is broader than it is deep, with over 540 references provided to dig deeper. The taxonomy includes search methods, spectra components, descriptor representation, shape, distance functions, accuracy, efficiency, robustness and invariance attributes, and more. Rather than providing ‘how-to’ source code examples and shortcuts, this book provides a counterpoint discussion to the many fine opencv community source code resources available for hands-on practitioners.
with applications to physics, mathematics, and engineering
Author: William Baylis
Publisher: Springer Science & Business Media
This volume is an outgrowth of the 1995 Summer School on Theoretical Physics of the Canadian Association of Physicists (CAP), held in Banff, Alberta, in the Canadian Rockies, from July 30 to August 12,1995. The chapters, based on lectures given at the School, are designed to be tutorial in nature, and many include exercises to assist the learning process. Most lecturers gave three or four fifty-minute lectures aimed at relative novices in the field. More emphasis is therefore placed on pedagogy and establishing comprehension than on erudition and superior scholarship. Of course, new and exciting results are presented in applications of Clifford algebras, but in a coherent and user-friendly way to the nonspecialist. The subject area of the volume is Clifford algebra and its applications. Through the geometric language of the Clifford-algebra approach, many concepts in physics are clarified, united, and extended in new and sometimes surprising directions. In particular, the approach eliminates the formal gaps that traditionally separate clas sical, quantum, and relativistic physics. It thereby makes the study of physics more efficient and the research more penetrating, and it suggests resolutions to a major physics problem of the twentieth century, namely how to unite quantum theory and gravity. The term "geometric algebra" was used by Clifford himself, and David Hestenes has suggested its use in order to emphasize its wide applicability, and b& cause the developments by Clifford were themselves based heavily on previous work by Grassmann, Hamilton, Rodrigues, Gauss, and others.
Gene Howard Golub,Raymond Chan,Chen Greif,Dianne O'Leary
The Selected Works of Gene H. Golub with Commentaries
Author: Gene Howard Golub,Raymond Chan,Chen Greif,Dianne O'Leary
Publisher: Oxford University Press
The text presents and discusses some of the most influential papers in Matrix Computation authored by Gene H. Golub, one of the founding fathers of the field. Including commentaries by leading experts and a brief biography, this text will be of great interest to students and researchers in numerical analysis and scientific computation.
Due to limited publicly available software and lack of documentation, those involved with production volume rendering often have to start from scratch creating the necessary elements to make their system work. Production Volume Rendering: Design and Implementation provides the first full account of volume rendering techniques used for feature animation and visual effects production. It covers the theoretical underpinnings as well as the implementation of a working renderer. The book offers two paths toward understanding production volume rendering. It describes: Modern production volume rendering techniques in a generic context, explaining how the techniques fit together and how the modules are used to achieve real-world goals Implementation of the techniques, showing how to translate abstract concepts into concrete, working code and how the ideas work together to create a complete system As an introduction to the field and an overview of current techniques and algorithms, this book is a valuable source of information for programmers, technical directors, artists, and anyone else interested in how production volume rendering works. Web Resource The scripts, data, and source code for the book’s renderer are freely available at https://github.com/pvrbook/pvr. Readers can see how the code is implemented and acquire a practical understanding of how various design considerations impact scalability, extensibility, generality, and performance.
Essential Bioinformatics is a concise yet comprehensive textbook of bioinformatics, which provides a broad introduction to the entire field. Written specifically for a life science audience, the basics of bioinformatics are explained, followed by discussions of the state-of-the-art computational tools available to solve biological research problems. All key areas of bioinformatics are covered including biological databases, sequence alignment, genes and promoter prediction, molecular phylogenetics, structural bioinformatics, genomics and proteomics. The book emphasizes how computational methods work and compares the strengths and weaknesses of different methods. This balanced yet easily accessible text will be invaluable to students who do not have sophisticated computational backgrounds. Technical details of computational algorithms are explained with a minimum use of mathematical formulae; graphical illustrations are used in their place to aid understanding. The effective synthesis of existing literature as well as in-depth and up-to-date coverage of all key topics in bioinformatics make this an ideal textbook for all bioinformatics courses taken by life science students and for researchers wishing to develop their knowledge of bioinformatics to facilitate their own research.