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A collection of original contributions by researchers who work at
the forefront of a new field, lying at the intersection of computer
vision and computer graphics. Several original approaches are
presented to the integration of computer vision and graphics
techniques to aid in the realistic modelling of objects and scenes,
interactive computer graphics, augmented reality, and virtual
studios. Numerous applications are also discussed, including urban
and archaeological site modelling, modelling dressed humans,
medical visualisation, figure and facial animation, real-time 3D
teleimmersion telecollaboration, augmented reality as a new user
interface concept, and augmented reality in the understanding of
underwater scenes.
A collection of original contributions by researchers who work at
the forefront of a new field, lying at the intersection of computer
vision and computer graphics. Several original approaches are
presented to the integration of computer vision and graphics
techniques to aid in the realistic modelling of objects and scenes,
interactive computer graphics, augmented reality, and virtual
studios. Numerous applications are also discussed, including urban
and archaeological site modelling, modelling dressed humans,
medical visualisation, figure and facial animation, real-time 3D
teleimmersion telecollaboration, augmented reality as a new user
interface concept, and augmented reality in the understanding of
underwater scenes.
Computer vision solutions used to be very specific and difficult to
adapt to different or even unforeseen situations. The current
development is calling for simple to use yet robust applications
that could be employed in various situations. This trend requires
the reassessment of some theoretical issues in computer vision. A
better general understanding of vision processes, new insights and
better theories are needed. The papers selected from the conference
staged in Dagstuhl in 1996 to gather scientists from the West and
the former eastern-block countries address these goals and cover
such fields as 2D images (scale space, morphology, segmentation,
neural networks, Hough transform, texture, pyramids), recovery of
3-D structure (shape from shading, optical flow, 3-D object
recognition) and how vision is integrated into a larger task-driven
framework (hand-eye calibration, navigation, perception-action
cycle).
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