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This thesis discusses the physical and information theoretical limits of optical 3D metrology, and, based on these principal considerations, introduces a novel single-shot 3D video camera that works close to these limits. There are serious obstacles for a “perfect” 3D-camera: The author explains that it is impossible to achieve a data density better than one third of the available video pixels. Available single-shot 3D cameras yet display much lower data density, because there is one more obstacle: The object surface must be “encoded” in a non-ambiguous way, commonly by projecting sophisticated patterns. However, encoding devours space-bandwidth and reduces the output data density. The dissertation explains how this profound dilemma of 3D metrology can be solved, exploiting just two synchronized video cameras and a static projection pattern. The introduced single-shot 3D video camera, designed for macroscopic live scenes, displays an unprecedented quality and density of the 3D point cloud. The lateral resolution and depth precision are limited only by physics. Like a hologram, each movie-frame encompasses the full 3D information about the object surface and the observation perspective can be varied while watching the 3D movie.
Most cameras are inherently designed to mimic what is seen by the human eye: they have three channels of RGB and can achieve up to around 30 frames per second (FPS). However, some cameras are designed to capture other modalities: some may have the ability to capture spectra from near UV to near IR rather than RGB, polarimetry, different times of light travel, etc. Such modalities are as yet unknown, but they can also collect robust data of the scene they are capturing. This book will focus on the emerging computer vision techniques known as computational imaging. These include capturing, processing and analyzing such modalities for various applications of scene understanding.
The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human–Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,397 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of the design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.
The book includes a series of step-by-step illustrated tutorials supported by detailed explanations for building a multimodal user interface based on Kinect for Windows.Kinect in Motion - Audio and Visual Tracking by Example is great for developers new to the Kinect for Windows SDK, and who are looking to get a good grounding in how to master video and audio tracking. It’s assumed that you have some experience in C# and XAML already.
Guide to 3D Photography is for the beginning 3D photographer, showing how to get started, how to process images on your computer or tablet, and how to view your 3D photographs. You can begin shooting 3D photos using one camera or two, or using integrated 3D cameras. This is a hands-on guide with step-by-step examples for shooting, processing and displaying your 3D images. This guide is intended for the novice to mid-skill level 3D enthusiast; this guide is not targeted at experienced 3D photographers. Anyone can shoot and process 3D - this book shows you how. Using free software that runs on Windows-based personal computers, or free or low-cost apps for iPad or Android tablets and smart phones, your stereo photographs can be turned into viewable 3D photos for display on your computer, displayed online or printed on paper or turned in to glasses free 3D prints (for a service fee). While 3D TVs and monitors provide the best viewing experience, you can get started with free or very low cost filtered glasses. You'll even learn how to create 3D photos that can be viewed without any glasses or special hardware. NOT RECOMMENDED for Black & White or gray scale e-readers as the 3D color photographs in the books can not be viewed - however the photos are available separately online. RECOMMENDED FOR COLOR E-READERs including color tablets and e-reader software on tablets, notebooks and desktop computers. Guide to 3D Photography covers learning "how to see in 3D" to achieve the best 3D effects while avoiding common 3D problems that can ruin 3D photos or cause eyestrain for viewers. The book also covers methods for shooting 3D with one camera, with two cameras, or with commercially made, special purpose 3D cameras, and viewing 3D photos on 3D monitors. Advanced topics include the concept of a 3D "depth box", the importance of the spacing between the left and right image lenses and how that impacts depth captured in the photograph, advanced image processing techniques and methods of creating "wiggle" animated 3D images, as well as red/cyan, green/magenta, yellow/blue and amber/blue anaglyphs. 183 PDF pages. Over 100 photos including red/cyan anaglyph 3D, cross-eyed 3D and 2D photographs. Over 50 illustrations/drawings or screen shots. Table of Contents Contents Trademarks and Copyrights Preface Chapter 1 - Introduction to 3D Photography Chapter 2 - Shooting and Processing Your First 3D Photo Chapter 3 – Processing 3D Images on iPad and Android Tablets Chapter 4 - Learning to see in 3D Chapter 5 - Using Two Cameras for 3D Photography Chapter 6 - Integrated 3D Cameras Chapter 7 - Displaying 3D photos Chapter 8 – Additional Stereoscopic Image Corrections Chapter 9 – Advanced 3D Image Shooting and Processing Chapter 10 – Afterword: The Future of 3D Photography and 3D Video
Exploring how we make, distribute, and consume today’s media systems Media backends--the electronics, labor, and operations behind our screens--significantly influence our understanding of the sociotechnical relations, economies, and operations of media. Lisa Parks, Julia Velkova, and Sander De Ridder assemble essays that delve into the evolving politics of the media infrastructural landscape. Throughout, the contributors draw on feminist, queer, and intersectional criticism to engage with infrastructural and industrial issues. This focus reflects a concern about the systemic inequalities that emerge when tech companies and designers fail to address workplace discrimination and algorithmic violence and exclusions. Moving from smart phones to smart dust, the essayists examine topics like artificial intelligence, human-machine communication, and links between digital infrastructures and public service media alongside investigations into the algorithmic backends at Netflix and Spotify, Google’s hyperscale data centers, and video-on-demand services in India. A fascinating foray into an expanding landscape of media studies, Media Backends illuminates the behind-the-screen processes influencing our digital lives. Contributors: Mark Andrejevic, Philippe Bouquillion, Jonathan Cohn, Faithe J. Day, Sander De Ridder, Fatima Gaw, Christine Ithurbide, Anne Kaun, Amanda Lagerkvist, Alexis Logsdon, Stine Lomborg, Tim Markham, Vicki Mayer, Rahul Mukherjee, Kaarina Nikunen, Lisa Parks, Vibodh Parthasarathi, Philipp Seuferling, Ranjit Singh, Jacek Smolicki, Fredrik Stiernstedt, Matilda Tudor, Julia Velkova, and Zala Volcic
High Value Manufacturing is the result of the 6th International Conference on Advanced Research in Virtual and Rapid Prototyping, held in Leiria, Portugal, October 2013. It contains current contributions to the field of virtual and rapid prototyping (V&RP) and is also focused on promoting better links between industry and academia. This volume
This book gathers original papers reporting on innovative methods and tools in design, modelling, simulation and optimization, and their applications in engineering design, manufacturing and other relevant industrial sectors. Topics span from advances in geometric modelling, applications of virtual reality, innovative strategies for product development and additive manufacturing, human factors and user-centered design, engineering design education and applications of engineering design methods in medical rehabilitation and cultural heritage. Chapters are based on contributions to the Second International Conference on Design Tools and Methods in Industrial Engineering, ADM 2021, held on September 9–10, 2021, in Rome, Italy, and organized by the Italian Association of Design Methods and Tools for Industrial Engineering, and Dipartimento di Ingegneria Meccanica e Aerospaziale of Sapienza Università di Roma, Italy. All in all, this book provides academics and professionals with a timely overview and extensive information on trends and technologies in industrial design and manufacturing.
Riding on the success of 3D cinema blockbusters and advances in stereoscopic display technology, 3D video applications have gathered momentum in recent years. 3D-TV System with Depth-Image-Based Rendering: Architectures, Techniques and Challenges surveys depth-image-based 3D-TV systems, which are expected to be put into applications in the near future. Depth-image-based rendering (DIBR) significantly enhances the 3D visual experience compared to stereoscopic systems currently in use. DIBR techniques make it possible to generate additional viewpoints using 3D warping techniques to adjust the perceived depth of stereoscopic videos and provide for auto-stereoscopic displays that do not require glasses for viewing the 3D image. The material includes a technical review and literature survey of components and complete systems, solutions for technical issues, and implementation of prototypes. The book is organized into four sections: System Overview, Content Generation, Data Compression and Transmission, and 3D Visualization and Quality Assessment. This book will benefit researchers, developers, engineers, and innovators, as well as advanced undergraduate and graduate students working in relevant areas.
This is the second edition of the established guide to close-range photogrammetry which uses accurate imaging techniques to analyse the three-dimensional shape of a wide range of manufactured and natural objects. After more than 20 years of use, close-range photogrammetry, now for the most part entirely digital, has become an accepted, powerful and readily available technique for engineers, scientists and others who wish to utilise images to make accurate 3D measurements of complex objects. Here they will find the photogrammetric fundamentals, details of system hardware and software, and broad range of real-world applications in order to achieve this. Following the introduction, the book provides fundamental mathematics covering subjects such as image orientation, digital imaging processing and 3D reconstruction methods, as well as a discussion of imaging technology, including targeting and illumination, and its implementation in hardware and software. It concludes with an overview of photogrammetric solutions for typical applications in engineering, manufacturing, medical science, architecture, archaeology and other fields.