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The arrival, and continuing evolution, of high quality 3D objects has been made possible by recent progress in 3D scanner acquisition and 3D graphics rendering. With this increasing quality comes a corresponding increase in the size and complexity of the data files and the necessity for advances in compression techniques. Effective indexing to facilitate the retrieval of the 3D data is then required to efficiently store, search and recapture the objects that have been compressed. The application of 3D images in fields such as communications, medicine and the military also calls for copyright protection, or watermarking, to secure the data for transmission. Written by expert contributors, this timely text brings together the three important and complementary topics of compression, retrieval and watermarking techniques for 3D objects. 3D object processing applications are developing rapidly and this book tackles the challenges and opportunities presented, focusing on the secure transmission, sharing and searching of 3D objects on networks, and includes: an introduction to the commonly used 3D representation schemes; the characteristics, advantages and limitations of polygonal meshes, surface based models and volumetric models; 3D compression techniques; the 3D coding and decoding schemes for reducing the size of 3D data to reduce transmission time and minimize distortion; state of the art responses to the intrinsic challenges of building a 3D-model search engine, considering view-based, structural and full-3D approaches; watermarking techniques for ensuring intellectual property protection and content security without altering the visual quality of the 3D object. 3D Object Processing: Compression, Indexing and Watermarking is an invaluable resource for graduate students and researchers working in signal and image processing, computer aided design, animation and imaging systems. Practising engineers who want to expand their knowledge of 3D video objects, including data compression, indexing, security, and copyrighting of information, will also find this book of great use.
This book collects selected high-quality papers published in 2018–2020 to inaugurate the “Natural Hazards” Section of the Geosciences journal. The topics encompass: trends in publications at international level in the field of natural hazards research; the role of Big Data in natural disaster management; assessment of seismic risk through the understanding and quantification of its different components; climatic/hydro-meteorological hazards; and finally, the scientific analysis and disaster forensics of recent natural hazard events. The target audience includes not only specialists, but also graduate students who wish to approach the challenging, but also fascinating
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 volume, and the accompanying CD-ROM, contain 163 contributions from ICCVG04, which is one of the main international conferences in computer vision and computer graphics in Central Europe. This biennial conference was organised in 2004 jointly by the Association for Image Processing, the Polish-Japanese Institute of Information Technology, and the Silesian University of Technology. The conference covers a wide scope, including Computer Vision, Computational Geometry, Geometrical Models of Objects and Sciences, Motion Analysis, Visual Navigation and Active Vision, Image and Video Coding, Color and Multispectral Image Processing, Image Filtering and Enhancement, Virtual Reality and Multimedia Applications, Biomedical Applications, Image and Video Databases, Pattern Recognition, Modelling of Human Visual Perception, Computer Animation, Visualization and Data Presentation. These proceedings document cutting edge research in computer vision and graphics, and will be an essential reference for all researchers working in the area.
Online applications have been gaining wide acceptance among the general public. Companies like Amazon, Google, Yahoo! and NetFlicks have been doing extremely well over the last few years largely because of people becoming more comfortable and trusting of the Internet. The increasing acceptance of online products makes it increasingly important to address some of the scientific techniques involved in developing efficient 3D online systems.The topics discussed in this book broadly cover four categories: networking issues in online multimedia; joint texture-mesh simplification and view independent transmission; view dependent transmission and server-side rendering; content and background creation; and creating simple online games.
This book constitutes the refereed proceedings of the 4th International Conference on Geometric Modeling and Processing, GMP 2006, held in Pittsburgh, PA, USA in July 2006. The 36 revised full papers and 21 revised short papers presented were carefully reviewed and selected from a total of 84 submissions. All current issues in the area of geometric modeling and processing are addressed and the impact in such areas as computer graphics, computer vision, machining, robotics, and scientific visualization is shown. The papers are organized in topical sections on shape reconstruction, curves and surfaces, geometric processing, shape deformation, shape description, shape recognition, geometric modeling, subdivision surfaces, and engineering applications.
Multiresolution methods in geometric modelling are concerned with the generation, representation, and manipulation of geometric objects at several levels of detail. Applications include fast visualization and rendering as well as coding, compression, and digital transmission of 3D geometric objects. This book marks the culmination of the four-year EU-funded research project, Multiresolution in Geometric Modelling (MINGLE). The book contains seven survey papers, providing a detailed overview of recent advances in the various fields within multiresolution modelling, and sixteen additional research papers. Each of the seven parts of the book starts with a survey paper, followed by the associated research papers in that area. All papers were originally presented at the MINGLE 2003 workshop held at Emmanuel College, Cambridge, UK, 9-11 September 2003.
Data will not help you if you can't see it where you need it. Or can't collect it where you need it. Upon these principles, wearable technology was born. And although smart watches and fitness trackers have become almost ubiquitous, with in-body sensors on the horizon, the future applications of wearable computers hold so much more. A trusted refer
The advances in computer entertainment, multi-player and online games, technology-enabled art, culture and performance have created a new form of entertainment and art. The success of this new field has influenced the development of the digital entertainment industry and related products/services, which has impacted every aspect of our lives. Handbook of Multimedia for Digital Entertainment and Arts is an edited volume contributed by worldwide experts in the field of the new digital and interactive media, and their applications in entertainment and arts. This handbook covers leading edge media technologies, and the latest research applied to digital entertainment and arts. The main focus of Handbook of Multimedia for Digital Entertainment and Arts targets interactive and online games, edutainment, e-performance, personal broadcasting, innovative technologies for digital arts, digital visual and auditory media, augmented reality, moving media, and other advanced topics. The final chapters of this book present future trends and developments within this explosive field. Handbook of Multimedia for Digital Entertainment and Arts serves as a primary reference for advanced-level students, researchers and professors studying computer science and electrical engineering. With the dramatic growth of interactive digital entertainment and art applications, this handbook is also suitable as a reference for practitioners, programmers, and engineers working in this field.
"This book spans a number of interdependent and emerging topics in streaming media, offering a comprehensive collection of topics including media coding, wireless/mobile video, P2P media streaming, and applications of streaming media"--Provided by publisher.