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This book provides an introduction to human visual perception suitable for readers studying or working in the fields of computer graphics and visualization, cognitive science, and visual neuroscience. It focuses on how computer graphics images are generated, rather than solely on the organization of the visual system itself; therefore, the text pro
This book provides an introduction to human visual perception suitable for readers studying or working in the fields of computer graphics and visualization, cognitive science, and visual neuroscience. It focuses on how computer graphics images are generated, rather than solely on the organization of the visual system itself; therefore, the text pro
To achieve the complex task of interpreting what we see, our brains rely on statistical regularities and patterns in visual data. Knowledge of these regularities can also be considerably useful in visual computing disciplines, such as computer vision, computer graphics, and image processing. The field of natural image statistics studies the regular
This two-volume set (CCIS 1567-1568) constitutes the refereed proceedings of the 6h International Conference on Computer Vision and Image Processing, CVIP 2021, held in Rupnagar, India, in December 2021. The 70 full papers and 20 short papers were carefully reviewed and selected from the 260 submissions. The papers present recent research on such topics as biometrics, forensics, content protection, image enhancement/super-resolution/restoration, motion and tracking, image or video retrieval, image, image/video processing for autonomous vehicles, video scene understanding, human-computer interaction, document image analysis, face, iris, emotion, sign language and gesture recognition, 3D image/video processing, action and event detection/recognition, medical image and video analysis, vision-based human GAIT analysis, remote sensing, and more.
Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs. Key Features Provides a thorough treatment of basic and advanced topics in current graphics algorithms Explains core principles intuitively, with numerous examples and pseudo-code Gives updated coverage of the graphics pipeline, signal processing, texture mapping, graphics hardware, reflection models, and curves and surfaces Uses color images to give more illustrative power to concepts
"This is a book about what the science of perception can tell us about visualization. There is a gold mine of information about how we see to be found in more than a century of work by vision researchers. The purpose of this book is to extract from that large body of research literature those design principles that apply to displaying information effectively"--
Friedrich Kittler’s lecture series provides a concise history of optical media from Renaissance linear perspective to late twentieth-century computer graphics. He begins by looking at European painting since the Renaissance in order to discern the principles according to which modern optical perception was organised. Kittler also discusses the development of various mechanical devices, like the camera obscura and the laterna magica, which were closely connected to the printing press and which played a pivotal role in the media war between the Reformation and the Counterreformation. After examining this history, Kittler then addresses the ways in which images were first stored and made to move through the development of photography and film. Kittler discusses the competitive relationship between photography and painting as well as between film and theater, as innovations like the Baroque proscenium or “picture-frame” stage evolved from elements that would later constitute cinema. The central question, however, is the impact of film on the ancient monopoly of writing, as it not only provoked new forms of competition for novelists but also fundamentally altered the status of books. In the final section, Kittler examines the development of electrical telecommunications and electronic image processing from television to computer simulations. In short, these lectures provide a comprehensive introduction to the history of image production, which is indispensable for anyone wishing to understand the prevailing audiovisual conditions of contemporary culture.
The field of perception is devoted to explaining the operation of the senses and the experiences and behaviors resulting from stimulation of the senses. Perceptual processes such as recognizing faces, seeing color, hearing music, and feeling pain represent the actions of complex mechanisms, yet we usually do them easily. The Encyclopedia of Perception presents a comprehensive overview of the field of perception through authoritative essays written by leading researchers and theoreticians in psychology, the cognitive sciences, neuroscience, and medical disciplines. It presents two parallel and interacting approaches: the psychophysical, or determining the relationship between stimuli in the environment and perception, and the physiological, or locating the biological systems responsible for perception. Are there any processes not associated with perception? Surely there are, but the pervasiveness of perception is truly impressive, and the phenomena of perception and its mechanisms are what this encyclopedia is about. Key Features Contains 16 pages of color illustration and photography to accompany the entries Offers a varied and broad list of topics, including basic research as well as methodologies, theoretical approaches, and real-world applications of perceptual research Emphasizes human perception but includes ample research because of its importance in its own right and because of what this research tells us about human perception Written by recognized experts from many disciplines but for an audience with no previous background in perception—students and members of the general public alike Key Themes Action Attention Audition Chemical Senses Cognition and Perception Computers and Perception Consciousness Disorders of Perception Illusory Perceptions Individual Differences (Human) and Comparative (Across Species; Not Including Ageing, Disorders, and Perceptual Development) Methods Perceptual Development/Experience Philosophical Approaches Physiological Processes Sense Interaction Skin and Body Senses Theoretical Approaches Visual Perception
This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.
Applies research on how humans perceive, process and store information to the viewing and interpretation of art. The author argues that the clearest view of the mind comes from creating or experiencing art. The illustrations cover a range of examples but focus primarily on Western art.