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Books > Computing & IT > Applications of computing > Image processing > General
This book constitutes the proceedings of the 22nd International Symposium on Graph Drawing, GD 2014, held in Wurzburg, Germany, in September 2014. The 41 full papers presented in this volume were carefully reviewed and selected from 72 submissions. The back matter of the book also contains 2 page poster papers presented at the conference. The contributions are organized in topical sections named: planar subgraphs; simultaneous embeddings; applications; contact representations; k-planar graphs; crossing minimization; level drawings; theory; fixed edge directions; drawing under constraints; clustered planarity; and greedy graphs.
The two volume set LNCS 8887 and 8888 constitutes the refereed proceedings of the 10th International Symposium on Visual Computing, ISVC 2014, held in Las Vegas, NV, USA. The 74 revised full papers and 55 poster papers presented together with 39 special track papers were carefully reviewed and selected from more than 280 submissions. The papers are organized in topical sections: Part I (LNCS 8887) comprises computational bioimaging, computer graphics; motion, tracking, feature extraction and matching, segmentation, visualization, mapping, modeling and surface reconstruction, unmanned autonomous systems, medical imaging, tracking for human activity monitoring, intelligent transportation systems, visual perception and robotic systems. Part II (LNCS 8888) comprises topics such as computational bioimaging , recognition, computer vision, applications, face processing and recognition, virtual reality, and the poster sessions.
This volume constitutes the refereed proceedings of the 10th International Conference on Energy Minimization Methods in Computer Vision and Pattern Recognition, EMMCVPR 2015, held in Hong Kong, China, in January 2015. The 36 revised full papers were carefully reviewed and selected from 45 submissions. The papers are organized in topical sections on discrete and continuous optimization; image restoration and inpainting; segmentation; PDE and variational methods; motion, tracking and multiview reconstruction; statistical methods and learning; and medical image analysis.
The fully automated estimation of the 6 degrees of freedom camera motion and the imaged 3D scenario using as the only input the pictures taken by the camera has been a long term aim in the computer vision community. The associated line of research has been known as Structure from Motion (SfM). An intense research effort during the latest decades has produced spectacular advances; the topic has reached a consistent state of maturity and most of its aspects are well known nowadays. 3D vision has immediate applications in many and diverse fields like robotics, videogames and augmented reality; and technological transfer is starting to be a reality. This book describes one of the first systems for sparse point-based 3D reconstruction and egomotion estimation from an image sequence; able to run in real-time at video frame rate and assuming quite weak prior knowledge about camera calibration, motion or scene. Its chapters unify the current perspectives of the robotics and computer vision communities on the 3D vision topic: As usual in robotics sensing, the explicit estimation and propagation of the uncertainty hold a central role in the sequential video processing and is shown to boost the efficiency and performance of the 3D estimation. On the other hand, some of the most relevant topics discussed in SfM by the computer vision scientists are addressed under this probabilistic filtering scheme; namely projective models, spurious rejection, model selection and self-calibration.
Beginning Android 3D Game Development is a unique, examples-driven book for today's Android and game app developers who want to learn how to build 3D game apps that run on the latest Android 5.0 (KitKat) platform using Java and OpenGL ES. Android game app development continues to be one of the hottest areas where indies and existing game app developers seem to be most active. Android is the second best mobile apps eco and arguably even a hotter game apps eco than iOS. 3D makes your games come alive; so in this book you'll find that we go in depth on creating 3D games for the Android platform with OpenGL ES 2.0 using an original case study game called Drone Grid. Moreover, this book offers an extensive case study with code that will be modular and re-useable helping you create your own games using advanced vertex and fragment shaders. Drone Grid is a game app case study that is somewhat similar to the best selling Geometry Wars game series utilizing a gravity grid and colorful abstract graphics and particles. After reading and using this book, you'll be able to build your first 3D Android game app for smartphones and tablets. You may even be able to upload and sell from popular Android app stores like Google Play and Amazon Appstore.
In den letzten Jahren hat sich der Workshop "Bildverarbeitung fur die Medizin" durch erfolgreiche Veranstaltungen etabliert. Ziel ist auch 2014 wieder die Darstellung aktueller Forschungsergebnisse und die Vertiefung der Gesprache zwischen Wissenschaftlern, Industrie und Anwendern. Die Beitrage dieses Bandes - einige davon in englischer Sprache - umfassen alle Bereiche der medizinischen Bildverarbeitung, insbesondere Bildgebung und -akquisition, Molekulare Bildgebung, Visualisierung und Animation, Bildsegmentierung und -fusion, Anatomische Atlanten, Zeitreihenanalysen, Biomechanische Modellierung, Klinische Anwendung computerunterstutzter Systeme, Validierung und Qualitatssicherung u.v.m.
This book presents a comprehensive treatment of visual analysis of behaviour from computational-modelling and algorithm-design perspectives. Topics: covers learning-group activity models, unsupervised behaviour profiling, hierarchical behaviour discovery, learning behavioural context, modelling rare behaviours, and "man-in-the-loop" active learning; examines multi-camera behaviour correlation, person re-identification, and "connecting-the-dots" for abnormal behaviour detection; discusses Bayesian information criterion, Bayesian networks, "bag-of-words" representation, canonical correlation analysis, dynamic Bayesian networks, Gaussian mixtures, and Gibbs sampling; investigates hidden conditional random fields, hidden Markov models, human silhouette shapes, latent Dirichlet allocation, local binary patterns, locality preserving projection, and Markov processes; explores probabilistic graphical models, probabilistic topic models, space-time interest points, spectral clustering, and support vector machines.
Edited by some of the most experienced authors in the field, Biomedical Imaging provides comprehensive coverage on medical and biological imaging. Original research and critical reviews on software and hardware technologies for medical and biological imaging tasks are presented in the book, along with data processing in all imaging modalities for molecular, cellular, anatomical and functional imaging. Research topics include image acquisition, registration, reconstruction, multimodality methods, noise filtering and image enhancement, segmentation, classification and feature detection, model and atlas based imaging, as well as system development and acceleration technologies. Biomedical Imaging is comprised of 40 contributed chapters, which are organized in such a way that researchers, engineers, clinical practitioners and graduate students can easily follow up with relevant topics, and will benefit from reading the views of the domain experts in their fields.
This book constitutes the refereed proceedings of the 36th German Conference on Pattern Recognition, GCPR 2014, held in Munster, Germany, in September 2014. The 58 revised full papers and 8 short papers were carefully reviewed and selected from 153 submissions. The papers are organized in topical sections on variational models for depth and flow, reconstruction, bio-informatics, deep learning and segmentation, feature computation, video interpretation, segmentation and labeling, image processing and analysis, human pose and people tracking, interpolation and inpainting.
This book constitutes the refereed contest reports of the 1st International Workshop, VAAM 2014, held in Stockholm, Sweden, in August 2014. The 10 revised full papers presented were carefully reviewed and selected from 13 submissions. The aim of this workshop is to provide an overview of state of the art methods for audience measurements in retail and Digital Signage, end-users attraction, and stimulate the creation of appropriate benchmark dataset to be used as reference for the development of novel audience measurement algorithms. Papers are invited under the following topics: demographics and modeling consumer behaviour.
This book presents a detailed analysis of spectral imaging, describing how it can be used for the purposes of material identification, object recognition and scene understanding. The opportunities and challenges of combining spatial and spectral information are explored in depth, as are a wide range of applications. Features: discusses spectral image acquisition by hyperspectral cameras, and the process of spectral image formation; examines models of surface reflectance, the recovery of photometric invariants, and the estimation of the illuminant power spectrum from spectral imagery; describes spectrum representations for the interpolation of reflectance and radiance values, and the classification of spectra; reviews the use of imaging spectroscopy for material identification; explores the recovery of reflection geometry from image reflectance; investigates spectro-polarimetric imagery, and the recovery of object shape and material properties using polarimetric images captured from a single view.
Action recognition technology has many real-world applications in human-computer interaction, surveillance, video retrieval, retirement home monitoring, and robotics. The commoditization of depth sensors has also opened up further applications that were not feasible before. This text focuses on feature representation and machine learning algorithms for action recognition from depth sensors. After presenting a comprehensive overview of the state of the art, the authors then provide in-depth descriptions of their recently developed feature representations and machine learning techniques, including lower-level depth and skeleton features, higher-level representations to model the temporal structure and human-object interactions, and feature selection techniques for occlusion handling. This work enables the reader to quickly familiarize themselves with the latest research, and to gain a deeper understanding of recently developed techniques. It will be of great use for both researchers and practitioners.
Good or bad level design can make or break any game, so it is surprising how little reference material exists for level designers. Beginning level designers have a limited understanding of the tools and techniques they can use to achieve their goals, or even define them. This book is the first to use a conceptual and theoretical foundation to build such a set of practical tools and techniques. It is tied to no particular technology or genre, so it will be a useful reference for many years to come. Kremers covers many concepts universal to level design, such as interactivity, world building, immersion, sensory perception, pace, and more, and he shows how to apply these concepts in practical ways, with many examples from real games.
The 7-volume set of LNCS 13841-13847 constitutes the proceedings of the 16th Asian Conference on Computer Vision, ACCV 2022, held in Macao, China, December 2022. The total of 277 contributions included in the proceedings set was carefully reviewed and selected from 836 submissions during two rounds of reviewing and improvement. The papers focus on the following topics: Part I: 3D computer vision; optimization methods; Part II: applications of computer vision, vision for X; computational photography, sensing, and display; Part III: low-level vision, image processing; Part IV: face and gesture; pose and action; video analysis and event recognition; vision and language; biometrics; Part V: recognition: feature detection, indexing, matching, and shape representation; datasets and performance analysis; Part VI: biomedical image analysis; deep learning for computer vision; Part VII: generative models for computer vision; segmentation and grouping; motion and tracking; document image analysis; big data, large scale methods.
This book constitutes the refereed proceedings of the 13th International Conference on Entertainment Computing, ICEC 2014, held in Sydney, Australia, in October 2013. The 20 full papers, 6 short papers and 8 posters presented were carefully reviewed and selected from 62 submissions. In addition to these papers, the program featured 3 demonstration papers, and 2 workshops. The papers cover various aspects of entertainment computing including authoring, development, use and evaluation of digital entertainment artefacts and processes.
Understanding human activity from video is one of the central problems in the field of computer vision, driven by a wide variety of applications in communications, entertainment, security, commerce, and athletics. This unique text/reference provides a coherent and comprehensive overview of all aspects of video analysis of humans. Broad in coverage and accessible in style, the text presents original perspectives collected from preeminent researchers gathered from across the world. In addition to presenting state-of-the-art research, the book reviews the historical origins of the different existing methods, and predicts future trends and challenges. Topics and features: with a Foreword by Professor Larry Davis of the University of Maryland Institute for Advanced Computer Studies, USA; contains contributions from an international selection of leading authorities in the field; includes an extensive glossary; discusses the problems associated with detecting and tracking people through camera networks; examines topics related to determining the time-varying 3D pose of a person from video; investigates the representation and recognition of human and vehicular actions; reviews the most important applications of activity recognition, from biometrics and surveillance, to sports and driver assistance. With its all-encompassing scope, this essential reference will be of great value not only to graduate students in computer vision, but also to all researchers and professionals interested in systems for the visual analysis of humans.
This highly practical Guide to Geometric Algebra in Practice reviews algebraic techniques for geometrical problems in computer science and engineering, and the relationships between them. The topics covered range from powerful new theoretical developments, to successful applications, and the development of new software and hardware tools. Topics and features: provides hands-on review exercises throughout the book, together with helpful chapter summaries; presents a concise introductory tutorial to conformal geometric algebra (CGA) in the appendices; examines the application of CGA for the description of rigid body motion, interpolation and tracking, and image processing; reviews the employment of GA in theorem proving and combinatorics; discusses the geometric algebra of lines, lower-dimensional algebras, and other alternatives to 5-dimensional CGA; proposes applications of coordinate-free methods of GA for differential geometry.
Statistical Processing Techniques for Noisy Images presents a statistical framework to design algorithms for target detection, tracking, segmentation and classification (identification). Its main goal is to provide the reader with efficient tools for developing algorithms that solve his/her own image processing applications. In particular, such topics as hypothesis test-based detection, fast active contour segmentation and algorithm design for non-conventional imaging systems are comprehensively treated, from theoretical foundations to practical implementations. With a large number of illustrations and practical examples, this book serves as an excellent textbook or reference book for senior or graduate level courses on statistical signal/image processing, as well as a reference for researchers in related fields.
This book collects together several of the tutorials held at EUROGRAPHICS'89 in Hamburg. The conference was held under the motto "Integration, Visualisation, Interaction" and the tutorials reflect the conference theme. The Springer series EurographicSeminars with the volumes "Advances in Computer Graphics" regularly provides a professional update on current mainstream topics in the field. These publications give readers the opportunity to inform themselves thoroughly on the topics covered. The success of the series is mainly based on the expertise of the contributing authors, who are recognized professionals in their field. Starting out with one of the conference's main topics, the chapter "Visualization of Scientific Data" gives an overview of methods for displaying scientific results in an easily surveyable and comprehensible form. It presents algorithms and methods utilized to achieve visualization results in a form adequate for humans. User interfaces for such systems are also explored, and practical conclusions are drawn. The chapter "Color in Computer Graphics" describes the problems of manipulating and matching color in the real world. After some fundamental statements about color models and their relationships, the main emphasis is placed on the problem of objective color specification for computer graphics systems. It is very hard to match colors between devices such as scanners, printers and displays. Some suggestions on the effective use of color for graphics are also made.
Practical OpenCV is a hands-on project book that shows you how to get the best results from OpenCV, the open-source computer vision library. Computer vision is key to technologies like object recognition, shape detection, and depth estimation. OpenCV is an open-source library with over 2500 algorithms that you can use to do all of these, as well as track moving objects, extract 3D models, and overlay augmented reality. It's used by major companies like Google (in its autonomous car), Intel, and Sony; and it is the backbone of the Robot Operating System's computer vision capability. In short, if you're working with computer vision at all, you need to know OpenCV. With Practical OpenCV, you'll be able to: * Get OpenCV up and running on Windows or Linux. * Use OpenCV to control the camera board and run vision algorithms on Raspberry Pi. * Understand what goes on behind the scenes in computer vision applications like object detection, image stitching, filtering, stereo vision, and more. * Code complex computer vision projects for your class/hobby/robot/job, many of which can execute in real time on off-the-shelf processors.* Combine different modules that you develop to create your own interactive computer vision app. What you'll learn * The ins and outs of OpenCV programming on Windows and Linux * Transforming and filtering images * Detecting corners, edges, lines, and circles in images and video * Detecting pre-trained objects in images and video * Making panoramas by stitching images together * Getting depth information by using stereo cameras * Basic machine learning techniques * BONUS: Learn how to run OpenCV on Raspberry Pi Who this book is for This book is for programmers and makers with little or no previous exposure to computer vision. Some proficiency with C++ is required.
ThIS IS an English verSIOn of the book m two volumes, entitled "KeiJo Shon Kogaku (1), (2)" (Nikkan Kogyo Shinbun Co.) written in Japanese. The purpose of the book is a umfied and systematic exposition of the wealth of research results m the field of mathematical representation of curves and surfaces for computer aided geometric design that have appeared in the last thirty years. The material for the book started hfe as a set of notes for computer aided geometnc design courses which I had at the graduate schools of both computer SCIence, the umversity of Utah m U.S.A. and Kyushu Institute of Design in Japan. The book has been used extensively as a standard text book of curves and surfaces for students, practtcal engmeers and researchers. With the aim of systematic expositIOn, the author has arranged the book in 8 chapters: Chapter 0: The sIgmficance of mathemattcal representations of curves and surfaces is explained and histoncal research developments in this field are revIewed. Chapter 1: BasIc mathematical theones of curves and surfaces are reviewed and summanzed. Chapter 2: A classical mterpolation method, the Lagrange interpolation, is discussed. Although its use is uncommon in practice, this chapter is helpful in understanding Chaps. 4 and 6. Chapter 3: This chapter dIscusses the Coons surface in detail, which is one of the most important contributions in this field. Chapter 4: The fundamentals of spline functions, spline curves and surfaces are discussed in some detail.
Drawing on case studies across the Asia-Pacific region, Gaming in Social, Locative and Mobile Media explores the 'playful turn' in contemporary everyday life, and the role of mobile devices, games and social media in this transformation.
This book reviews the algorithms for processing geometric data, with a practical focus on important techniques not covered by traditional courses on computer vision and computer graphics. Features: presents an overview of the underlying mathematical theory, covering vector spaces, metric space, affine spaces, differential geometry, and finite difference methods for derivatives and differential equations; reviews geometry representations, including polygonal meshes, splines, and subdivision surfaces; examines techniques for computing curvature from polygonal meshes; describes algorithms for mesh smoothing, mesh parametrization, and mesh optimization and simplification; discusses point location databases and convex hulls of point sets; investigates the reconstruction of triangle meshes from point clouds, including methods for registration of point clouds and surface reconstruction; provides additional material at a supplementary website; includes self-study exercises throughout the text.
This book summarizes the proceedings of the 10th international conference on Infonnation Pro cessing in Medical Imaging (IPMI-lO), held in June, 1987, in Zeist, The Netherlands. IPMI is a biennial conference, organized alternately in Europe and North America. The subject of the conference is the use of physics, mathematics, computer science, and engineering in the of medical images. The intent of the conference is to fonnation, processing and interpretation provide a forum where new ideas and results of research in medical imaging can be presented and amply discussed. Accordingly, the programme can comprise only a limited number of papers. The scientific committee of IPMI-lO selected 41 papers for presentation, although a total of 102 extended abstracts of on the average high quality had been submitted. All selected contri butions are included in these proceedings. During of the preparations of the conference the organizers received the tragic news of the death of Francois Erbsmann, the initiator of IPMI, and organizer of the first conference in 1969 in Brussels. Francois always emphasized that the backbone of the IPMI meetings should be promising young and active researchers rather than established scientists in the field. As an appreciation of this idea, and in thankful remembrance of Francois' stimulating work, the IPMI-board has taken the initiative to present the Francois Erbsmann prize for the most significant contribution to the conference by a young investigator. |
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