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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.
This book presents the latest advances in photometric 3D reconstruction. It provides the reader with an overview of the state of the art in the field, and of the latest research into both the theoretical foundations of photometric 3D reconstruction and its practical application in several fields (including security, medicine, cultural heritage and archiving, and engineering). These techniques play a crucial role within such emerging technologies as 3D printing, since they permit the direct conversion of an image into a solid object. The book covers both theoretical analysis and real-world applications, highlighting the importance of deepening interdisciplinary skills, and as such will be of interest to both academic researchers and practitioners from the computer vision and mathematical 3D modeling communities, as well as engineers involved in 3D printing. No prior background is required beyond a general knowledge of classical computer vision models, numerical methods for optimization, and partial differential equations.
The book includes the contributions to the international conference “18th 3D GeoInfo”. The papers published in the book were selected through a double-blind review process. 3D GeoInfo has been the forum joining researchers, professionals, software developers, and data providers designing and developing innovative concepts, tools, and application related to 3D geo data processing, modeling, management, analytics, and simulation. A big focus is on topics related to data modeling for 3D city and landscape models as well as their many and diverse applications. This conference series is very successfully running since 2006 and has been hosted by countries in Europe, Asia, Africa, North America, and Australia. In the period 2006 to 2017, the proceedings has been published by Springer in this series with Thomas H. Kolbe being the editor of the 2010 edition of the conference proceedings. 18th 3DGeoInfo was organized by Technical University of Munich in cooperation with the German Society for Photogrammetry, Remote Sensing and Geoinformation (DGPF), the local associations Runder Tisch GIS e.V. (Round Table GIS) and Leonhard Obermeyer Center—TUM Center of Digital Methods for the Built Environment, and the City of Munich. The international program committee consisted of committee members of previous 3D GeoInfo conferences and further leading scientists in the field of 3D Geoinformation Science.
This book presents explorable XR environments—their rationale, concept, architectures as well as methods and tools for spatial-temporal composition based on domain knowledge, including geometrical, presentational, structural and behavioral elements. Explorable XR environments enable monitoring, analyzing, comprehending, examining and controlling users’ and objects’ behavior and features as well as users’ skills, experience, interests and preferences. The E-XR approach proposed in this book relies on two main pillars. The first is knowledge representation technologies, such as logic programming, description logics and the semantic web, which permit automated reasoning and queries. The second is imperative programming languages, which are a prevalent solution for building XR environments. Potential applications of E-XR are in a variety of domains, e.g., education, training, medicine, design, tourism, marketing, merchandising, engineering and entertainment. The book’s readers will understand the emerging domain of explorable XR environments with their possible applications. Special attention is given to an in-depth discussion of the field with taxonomy and classification of the available related solutions. Examples and design patterns of knowledge-based composition and exploration of XR behavior are provided, and an extensive evaluation and analysis of the proposed approach is included. This book helps researchers in XR systems, 3D modeling tools and game engines as well as lecturers and students who search for clearly presented information supported by use cases. For XR and game programmers as well as graphic designers, the book is a valuable source of information and examples in XR development. Professional software and web developers may find the book interesting as the proposed ideas are illustrated by rich examples demonstrating design patterns and guidelines in object-oriented, procedural and declarative programming.
The abrupt shift to online learning brought on by the COVID-19 pandemic revealed the need for the adoption and application of new media, virtual training, and online skill development for the modern workforce. However, organizations are grappling with unanticipated complexities, and many have recognized the gaps between online and in-person competencies and capabilities with unaddressed needs. There is an urgent need to bridge this gap and organically grow engagement and connectedness in the digital online space with new media tools and resources. The Handbook of Research on New Media, Training, and Skill Development for the Modern Workforce exhibits how both business and educational organizations may utilize the new media computer technology to best engage in workforce training. It provides the best practices to aid the transition to successful learning environments for organizational skill development and prepare and support new media educational engagement as the new norm in all its forms and finer nuances. Covering topics such as occupational performance assessment, personal response systems, and situationally-aware human-computer interaction, this major reference work is an essential tool for workforce development organizations, business executives, managers, communications specialists, students, teachers, government officials, pre-service teachers, researchers, and academicians.
In recent years, falsification and digital modification of video clips, images, as well as textual contents have become widespread and numerous, especially when deepfake technologies are adopted in many sources. Due to adopted deepfake techniques, a lot of content currently cannot be recognized from its original sources. As a result, the field of study previously devoted to general multimedia forensics has been revived. The Handbook of Research on Advanced Practical Approaches to Deepfake Detection and Applications discusses the recent techniques and applications of illustration, generation, and detection of deepfake content in multimedia. It introduces the techniques and gives an overview of deepfake applications, types of deepfakes, the algorithms and applications used in deepfakes, recent challenges and problems, and practical applications to identify, generate, and detect deepfakes. Covering topics such as anomaly detection, intrusion detection, and security enhancement, this major reference work is a comprehensive resource for cyber security specialists, government officials, law enforcement, business leaders, students and faculty of higher education, librarians, researchers, and academicians.
As competition between companies increases, the need for effective public relations and advertising campaigns becomes imperative to the success of the business. However, with the introduction of new media, the nature of these campaigns has changed. Today’s consumers have more awareness and diversified ways to obtain knowledge, and through new media, they can provide feedback. An understanding of how to utilize new media to promote and sustain the reputation of an organization is vital for its continued success. The Handbook of Research on New Media Applications in Public Relations and Advertising is a pivotal reference source that provides vital research on the application of new media tools for running successful public relations and advertising campaigns. While highlighting topics such as digital advertising, online behavior, and social networking, this book is ideally designed for public relations officers, advertisers, marketers, brand managers, communication directors, social media managers, IT consultants, researchers, academicians, students, and industry practitioners.
There are dramatic global challenges that urge us to examine our identities and the need for intercultural dialogue to overcome differences and bring the world together around the concept of a global human module. Dialogue is important to give the world an agenda for action based on tolerance, mutual respect, and fairness. These actions can only succeed if people are clear about the foundations of cultures and civilizations, which can only be reached through dialogue. It is essential to solve how we can reach the next level of technology with inclusion, peace, and dialogue in the era of the metaverse. Dynamics of Dialogue, Cultural Development, and Peace in the Metaverse provides relevant theoretical frameworks and the latest empirical research findings in the metaverse. It explains the strategic role of trust at different levels of the information and knowledge society. Covering topics such as digital culture, peace training, and religion in the metaverse, this premier reference source is an essential resource for business leaders and executives, politicians, government officials, sociologists, students and faculty of higher education, librarians, researchers, and academicians.
This book covers various aspects of spatial data modelling specifically regarding three-dimensional (3D) modelling and structuring. The realization of "true" 3D geoinformation spatial systems requires a high input, and the developmental process is taking place in various research centers and universities around the globe. The development of such systems and solutions, including the modelling theories are presented in this book.
The migration of immersive media towards telecommunication applications is advancing rapidly. Impressive progress in the field of media compression, media representation, and the larger and ever increasing bandwidth available to the customer, will foster the introduction of these services in the future. One of the key components for the envisioned applications is the development from two-dimensional towards three-dimensional audio-visual communications. With contributions from key experts in the field, 3D Videocommunication: provides a complete overview of existing systems and technologies in 3D video communications and provides guidance on future trends and research; considers all aspects of the 3D videocommunication processing chain including video coding, signal processing and computer graphics; focuses on the current state-of-the-art and highlights the directions in which the technology is likely to move; discusses in detail the relevance of 3D videocommunication for telepresence systems and immersive media; and provides an exhaustive bibliography for further reading. Researchers and students interested in the field of 3D audio-visual communications will find 3D Videocommunication a valuable resource, covering a broad overview of the current state-of-the-art. Practical engineers from industry will also find it a useful tool in envisioning and building innovative applications.