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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.
At the beginning of the 21st century, new forms and dynamics of
interplay are constituted at the interfaces of media, art and
politics. Current challenges in society and ecology, like climate,
surveillance, virtualization of the global financial markets, are
characterized by hybrid and subtle technologies. They are
ubiquitous, turn out to be increasingly complex and act invasively.
New media art utilizes its broad range of expression in order to
tackle the most urgent topics through multi-sensorial,
participatory, and activist approaches. This volume shows how media
artists address, with a political lens, the core of these
developments critically and productively. With contributions by
Elisa Arca, Andres Burbano, Derek Curry, Yael Eylat Van Essen,
Mathias Fuchs, Jennifer Gradecki, Sabine Himmelsbach, Ingrid
Hoelzl, Katja Kwastek, Jose-Carlos Mariategui, Gerald Nestler,
Randall Packer, Viola Ruhse, Chris Salter.
The digital revolution fundamentally changed how cultural heritage
is created, documented, analyzed, and preserved. The book focuses
on this transformation's impact. How must museums and archives meet
the challenges of digitally generated cultures and how does the
digital revolution influence traditional object collection,
research, and education? How do digital technologies and digital
art and culture affect our interaction with images? Leading
international experts from various disciplines break new ground.
Pioneering interdisciplinary research results collected in this
book are relevant to education, curators and archivists in the arts
and culture sector and in the digital humanities.
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.
Scholars from science, art, and humanities explore the meaning of
our new image worlds and offer new strategies for visual analysis.
We are surrounded by images as never before: on Flickr, Facebook,
and YouTube; on thousands of television channels; in digital games
and virtual worlds; in media art and science. Without new efforts
to visualize complex ideas, structures, and systems, today's
information explosion would be unmanageable. The digital image
represents endless options for manipulation; images seem capable of
changing interactively or even autonomously. This volume offers
systematic and interdisciplinary reflections on these new image
worlds and new analytical approaches to the visual. Imagery in the
21st Century examines this revolution in various fields, with
researchers from the natural sciences and the humanities meeting to
achieve a deeper understanding of the meaning and impact of the
image in our time. The contributors explore and discuss new
critical terms of multidisciplinary scope, from database economy to
the dramaturgy of hypermedia, from visualizations in neuroscience
to the image in bio art. They consider the power of the image in
the development of human consciousness, pursue new definitions of
visual phenomena, and examine new tools for image research and
visual analysis.
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