A Framework For Realtime 3 D Reconstruction By Space Carving Using Graphics Hardware
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A Framework for Realtime 3 D Reconstruction by Space Carving Using Graphics Hardware
Author | : Christian Nitschke |
Publsiher | : diplom.de |
Total Pages | : 149 |
Release | : 2007-03-05 |
Genre | : Technology & Engineering |
ISBN | : 9783956362019 |
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Inhaltsangabe:Introduction: Reconstruction of real-world scenes from a set of multiple images is a topic in Computer Vision and 3D Computer Graphics with many interesting applications. There is a relation to Augmented and Mixed Reality (AR/MR), Computer-Supported Collaborative Work (CSCW), Computer-Aided industrial/architectural Design (CAD), modeling of the real-world (e.g. computer games, scenes/effects in movies), entertainment (e.g. 3D TV/Video) and recognition/analyzing of real-world characteristics by computer systems and robots. There exists a powerful algorithm theory for shape reconstruction from arbitrary viewpoints, called shape from photo-consistency. However, it is computationally expensive and hence can not be used with applications in the field of 3D video or CSCW as well as interactive 3D model creation. Attempts have been made to achieve real-time framerates using PC cluster systems. While these provide enough performance they are also expensive and less flexible. Approaches that use GPU hardware-acceleration on single workstations achieve interactive framerates for novel-view synthesis, but do not provide an explicit volumetric representation of the whole scene. The proposed approach shows the efforts in developing a GPU hardware-accelerated framework for obtaining the volumetric photo hull of a dynamic 3D scene as seen from multiple calibrated cameras. High performance is achieved by employing a shape from silhouette technique in advance to obtain a tight initial volume for shape from photo-consistency. Also several speed-up techniques are presented to increase efficiency. Since the entire processing is done on a single PC, the framework can be applied to mobile setups, enabling a wide range of further applications. The approach is explained using programmable vertex and fragment processors and compared to highly optimized CPU implementations. It is shown that the new approach can outperform the latter by more than one magnitude. The thesis is organized as follows: Chapter 1 contains an introduction, giving an overview with classification of related techniques, statement of the main problem, novelty of the proposed approach and its fields of application. Chapter 2 surveys related work in the area of dynamic scene reconstruction by shape from silhouette and shape from photo-consistency. The focus lies on high performance reconstruction and hardware-acceleration. Chapter 3 introduces the theoretical basis for the proposed [...]
Computer Vision Systems
Author | : Ming Liu,Haoyao Chen,Markus Vincze |
Publsiher | : Springer |
Total Pages | : 655 |
Release | : 2017-10-10 |
Genre | : Computers |
ISBN | : 9783319683454 |
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This book constitutes the refereed proceedings of the 11th International Conference on Computer Vision Systems, ICVS 2017, held in Shenzhen, China, in July 2017. The 61 papers presented were carefully reviewed and selected from 92 submissions. The papers are organized in topical sections on visual control, visual navigation, visual inspection, image processing, human robot interaction, stereo system, image retrieval, visual detection, visual recognition, system design, and 3D vision / fusion.
VR Technologies in Cultural Heritage
Author | : Mihai Duguleană,Marcello Carrozzino,Matjaž Gams,Iulian Tanea |
Publsiher | : Springer |
Total Pages | : 245 |
Release | : 2018-12-12 |
Genre | : Computers |
ISBN | : 9783030058197 |
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This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism.
Foundations of 3D Computer Graphics
Author | : Steven J. Gortler |
Publsiher | : MIT Press |
Total Pages | : 291 |
Release | : 2012-07-13 |
Genre | : Computers |
ISBN | : 9780262017350 |
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An introduction to the basic concepts of 3D computer graphics that offers a careful mathematical exposition within a modern computer graphics application programming interface. Computer graphics technology is an amazing success story. Today, all of our PCs are capable of producing high-quality computer-generated images, mostly in the form of video games and virtual-life environments; every summer blockbuster movie includes jaw-dropping computer generated special effects. This book explains the fundamental concepts of 3D computer graphics. It introduces the basic algorithmic technology needed to produce 3D computer graphics, and covers such topics as understanding and manipulating 3D geometric transformations, camera transformations, the image-rendering process, and materials and texture mapping. It also touches on advanced topics including color representations, light simulation, dealing with geometric representations, and producing animated computer graphics. The book takes special care to develop an original exposition that is accessible and concise but also offers a clear explanation of the more difficult and subtle mathematical issues. The topics are organized around a modern shader-based version of OpenGL, a widely used computer graphics application programming interface that provides a real-time “rasterization-based” rendering environment. Each chapter concludes with exercises. The book is suitable for a rigorous one-semester introductory course in computer graphics for upper-level undergraduates or as a professional reference. Readers should be moderately competent programmers and have had some experience with linear algebra. After mastering the material presented, they will be on the path to expertise in an exciting and challenging field.
Point Based Graphics
Author | : Markus Gross,Hanspeter Pfister |
Publsiher | : Elsevier |
Total Pages | : 553 |
Release | : 2011-05-04 |
Genre | : Computers |
ISBN | : 9780080548821 |
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The polygon-mesh approach to 3D modeling was a huge advance, but today its limitations are clear. Longer render times for increasingly complex images effectively cap image complexity, or else stretch budgets and schedules to the breaking point. Comprised of contributions from leaders in the development and application of this technology, Point-Based Graphics examines it from all angles, beginning with the way in which the latest photographic and scanning devices have enabled modeling based on true geometry, rather than appearance. From there, it’s on to the methods themselves. Even though point-based graphics is in its infancy, practitioners have already established many effective, economical techniques for achieving all the major effects associated with traditional 3D Modeling and rendering. You’ll learn to apply these techniques, and you’ll also learn how to create your own. The final chapter demonstrates how to do this using Pointshop3D, an open-source tool for developing new point-based algorithms. The first book on a major development in computer graphics by the pioneers in the field Shows how 3D images can be manipulated as easily as 2D images are with Photoshop
Machine Vision and Navigation
Author | : Oleg Sergiyenko,Wendy Flores-Fuentes,Paolo Mercorelli |
Publsiher | : Springer Nature |
Total Pages | : 851 |
Release | : 2019-09-30 |
Genre | : Technology & Engineering |
ISBN | : 9783030225872 |
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This book presents a variety of perspectives on vision-based applications. These contributions are focused on optoelectronic sensors, 3D & 2D machine vision technologies, robot navigation, control schemes, motion controllers, intelligent algorithms and vision systems. The authors focus on applications of unmanned aerial vehicles, autonomous and mobile robots, industrial inspection applications and structural health monitoring. Recent advanced research in measurement and others areas where 3D & 2D machine vision and machine control play an important role, as well as surveys and reviews about vision-based applications. These topics are of interest to readers from diverse areas, including electrical, electronics and computer engineering, technologists, students and non-specialist readers. • Presents current research in image and signal sensors, methods, and 3D & 2D technologies in vision-based theories and applications; • Discusses applications such as daily use devices including robotics, detection, tracking and stereoscopic vision systems, pose estimation, avoidance of objects, control and data exchange for navigation, and aerial imagery processing; • Includes research contributions in scientific, industrial, and civil applications.
Image and Geometry Processing for 3 D Cinematography
Author | : Gabriel Taubin,Remi Ronfard |
Publsiher | : Springer |
Total Pages | : 316 |
Release | : 2016-05-01 |
Genre | : Electronic Book |
ISBN | : 366250586X |
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This book offers a closeup view of 3-D cinematography, the science and technology of generating 3-D models of dynamic scenes from multiple cameras at video frame rates. Coverage includes numerous techniques and applications for this exciting new technology.
Critical examination of the functions of computer hardware
Author | : Temba Munsaka |
Publsiher | : GRIN Verlag |
Total Pages | : 6 |
Release | : 2019-04-17 |
Genre | : Computers |
ISBN | : 9783668925182 |
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Essay from the year 2019 in the subject Computer Science - Programming, grade: A, , language: English, abstract: This paper seeks to examine the functions of computer hardware through its components both internal and external. The computer hardware has a lot of significant functions basing on its components which include hard drive, configuration and controllers, ports, internal memory, specialized card, backing storage and peripherals. The internal system unit is made up of many components such as the processor, motherboard, bios, power supply, fan and heat sink, hard drive configuration and controllers for example RAM, ROM, cache and specialized card for example network and graphic cards. These are the computer systems, components and devices these constitute the computer hardware.