Wide Area 2D 3D Imaging

Wide Area 2D 3D Imaging
Author: Benjamin Langmann
Publsiher: Springer
Total Pages: 144
Release: 2014-06-26
Genre: Computers
ISBN: 9783658064570

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Imaging technology is an important research area and it is widely utilized in a growing number of disciplines ranging from gaming, robotics and automation to medicine. In the last decade 3D imaging became popular mainly driven by the introduction of novel 3D cameras and measuring devices. These cameras are usually limited to indoor scenes with relatively low distances. Benjamin Langmann introduces medium and long-range 2D/3D cameras to overcome these limitations. He reports measurement results for these devices and studies their characteristic behavior. In order to facilitate the application of these cameras, common algorithms are adapted to the 2D/3D data and new approaches for standard computer vision tasks are introduced.

Compressive Sensing for the Photonic Mixer Device

Compressive Sensing for the Photonic Mixer Device
Author: Miguel Heredia Conde
Publsiher: Springer
Total Pages: 496
Release: 2017-04-18
Genre: Computers
ISBN: 9783658180577

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Miguel Heredia Conde aims at finding novel ways to fit the valuable mathematical results of the Compressive Sensing (CS) theory to the specific case of the Photonic Mixer Device (PMD).To this end, methods are presented that take profit of the sparsity of the signals gathered by PMD sensors. In his research, the author reveals that CS enables outstanding tradeoffs between sensing effort and depth error reduction or resolution enhancement.

Recent Advances in 3D Imaging Modeling and Reconstruction

Recent Advances in 3D Imaging  Modeling  and Reconstruction
Author: Voulodimos, Athanasios,Doulamis, Anastasios
Publsiher: IGI Global
Total Pages: 396
Release: 2020-02-28
Genre: Computers
ISBN: 9781522552956

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3D image reconstruction is used in many fields, such as medicine, entertainment, and computer science. This highly demanded process comes with many challenges, such as images becoming blurry by atmospheric turbulence, getting snowed with noise, or becoming damaged within foreign regions. It is imperative to remain well-informed with the latest research in this field. Recent Advances in 3D Imaging, Modeling, and Reconstruction is a collection of innovative research on the methods and common techniques of image reconstruction as well as the accuracy of these methods. Featuring coverage on a wide range of topics such as ray casting, holographic techniques, and machine learning, this publication is ideally designed for graphic designers, computer engineers, medical professionals, robotics engineers, city planners, game developers, researchers, academicians, and students.

Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games
Author: Newton Lee
Publsiher: Springer Nature
Total Pages: 2150
Release: 2024-01-19
Genre: Computers
ISBN: 9783031231612

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Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Audio and Video Based Biometric Person Authentication

Audio  and Video Based Biometric Person Authentication
Author: Josef Bigun,Fabrizio Smeraldi
Publsiher: Springer
Total Pages: 374
Release: 2003-05-15
Genre: Technology & Engineering
ISBN: 9783540453444

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This book constitutes the refereed proceedings of the Third International Conference on Audio- and Video-Based Biometric Person Authentication, AVBPA 2001, held in Halmstad, Sweden in June 2001.The 51 revised papers presented together with three invited papers were carefully reviewed and selected for inclusion in the book. The papers are organized in topical sections on face as biometrics; face image processing; speech as biometrics and speech processing; fingerprints as biometrics; gait as biometrics; and hand, signature, and iris as biometrics.

Prehistoric Warfare and Violence

Prehistoric Warfare and Violence
Author: Andrea Dolfini,Rachel J. Crellin,Christian Horn,Marion Uckelmann
Publsiher: Springer
Total Pages: 365
Release: 2018-07-20
Genre: Social Science
ISBN: 9783319788289

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This is the first book to explore prehistoric warfare and violence by integrating qualitative research methods with quantitative, scientific techniques of analysis such as paleopathology, morphometry, wear analysis, and experimental archaeology. It investigates early warfare and violence from the standpoint of four broad interdisciplinary themes: skeletal markers of violence and weapon training; conflict in prehistoric rock-art; the material culture of conflict; and intergroup violence in archaeological discourse. The book has a wide-ranging chronological and geographic scope, from early Neolithic to late Iron Age and from Western Europe to East Asia. It includes world-renowned sites and artefact collections such as the Tollense Valley Bronze Age battlefield (Germany), the UNESCO World Heritage Site at Tanum (Sweden), and the British Museum collection of bronze weaponry from the late Shang period (China). Original case studies are presented in each section by a diverse international authorship. The study of warfare and violence in prehistoric and pre-literate societies has been at the forefront of archaeological debate since the publication of Keeley’s provocative monograph ‘War Before Civilization’ (Oxford 1996). The problem has been approached from a number of standpoints including anthropological and behavioural studies of interpersonal violence, osteological examinations of sharp lesions and blunt-force traumas, wear analysis of ancient weaponry, and field experiments with replica weapons and armour. This research, however, is often confined within the boundaries of the various disciplines and specialist fields. In particular, a gap can often be detected between the research approaches grounded in the humanities and social sciences and those based on the archaeological sciences. The consequence is that, to this day, the subject is dominated by a number of undemonstrated assumptions regarding the nature of warfare, combat, and violence in non-literate societies. Moreover, important methodological questions remain unanswered: can we securely distinguish between violence-related and accidental trauma on skeletal remains? To what extent can wear analysis shed light on long-forgotten fighting styles? Can we design meaningful combat tests based on historic martial arts? And can the study of rock-art unlock the social realities of prehistoric warfare? By breaking the mould of entrenched subject boundaries, this edited volume promotes interdisciplinary debate in the study of prehistoric warfare and violence by presenting a number of innovative approaches that integrate qualitative and quantitative methods of research and analysis.

Handbook of Biological Confocal Microscopy

Handbook of Biological Confocal Microscopy
Author: James Pawley
Publsiher: Springer Science & Business Media
Total Pages: 234
Release: 2012-12-06
Genre: Medical
ISBN: 9781461571339

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In 1987 the Electron Microscopy Society of America (EMSA) going to drive important scientific discoveries across wide areas under the leadership of J. P. Revel (Cal Tech) initiated a major of physiology, cellular biology and neurobiology. They had been program to present a discussion of recent advances in light looking for a forum in which they could advance the state of microscopy as part of the annual meeting. The result was three the art of confocal microscopy, alert manufacturers to the lim special LM sessions at the Milwaukee meeting in August 1988: itations of current instruments, and catalyze progress toward The LM Forum, organized by me, and Symposia on Confocal new directions in confocal instrument development. LM, organized by G. Schatten (Madison), and on Integrated These goals were so close to those of the EMSA project that Acoustic/LM/EM organized by C. Rieder (Albany). In addition, the two groups decided to join forces with EMSA to provide there was an optical micro-analysis session emphasizing Raman the organization and the venue for a Confocal Workshop and techniques, organized by the Microbeam Analysis Society, for NSF to provide the financial support for the speakers expenses a total of 40 invited and 30 contributed papers on optical tech and for the publication of extended abstracts.

2D and 3D Image Analysis by Moments

2D and 3D Image Analysis by Moments
Author: Jan Flusser,Tomas Suk,Barbara Zitova
Publsiher: John Wiley & Sons
Total Pages: 560
Release: 2016-11-16
Genre: Technology & Engineering
ISBN: 9781119039372

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Presents recent significant and rapid development in the field of 2D and 3D image analysis 2D and 3D Image Analysis by Moments, is a unique compendium of moment-based image analysis which includes traditional methods and also reflects the latest development of the field. The book presents a survey of 2D and 3D moment invariants with respect to similarity and affine spatial transformations and to image blurring and smoothing by various filters. The book comprehensively describes the mathematical background and theorems about the invariants but a large part is also devoted to practical usage of moments. Applications from various fields of computer vision, remote sensing, medical imaging, image retrieval, watermarking, and forensic analysis are demonstrated. Attention is also paid to efficient algorithms of moment computation. Key features: Presents a systematic overview of moment-based features used in 2D and 3D image analysis. Demonstrates invariant properties of moments with respect to various spatial and intensity transformations. Reviews and compares several orthogonal polynomials and respective moments. Describes efficient numerical algorithms for moment computation. It is a "classroom ready" textbook with a self-contained introduction to classifier design. The accompanying website contains around 300 lecture slides, Matlab codes, complete lists of the invariants, test images, and other supplementary material. 2D and 3D Image Analysis by Moments, is ideal for mathematicians, computer scientists, engineers, software developers, and Ph.D students involved in image analysis and recognition. Due to the addition of two introductory chapters on classifier design, the book may also serve as a self-contained textbook for graduate university courses on object recognition.