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Introduction to visual computing: core concepts in computer vision, graphics, and image processing

โœ Scribed by Majumder, Aditi;Meenakshisundaram, Gopi;Gopi, M


Publisher
CRC Press LLC; Taylor & Francis : Informa plc
Year
2018
Tongue
English
Leaves
376
Category
Library

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โœฆ Synopsis


Introduction to Visual Computing: Core Concepts in Computer Vision, Graphics, and Image Processingcovers the fundamental concepts of visual computing. Whereas past books have treated these concepts within the context of specific fields such as computer graphics, computer vision or image processing, this book offers a unified view of these core concepts, thereby providing a unified treatment of computational and mathematical methods for creating, capturing, analyzing and manipulating visual data (e.g. 2D images, 3D models). Fundamentals covered in the book include convolution, Fourier transform, filters, geometric transformations, epipolar geometry, 3D reconstruction, color and the image synthesis pipeline.

The book is organized in four parts. The first part provides an exposure to different kinds of visual data (e.g. 2D images, videos and 3D geometry) and the core mathematical techniques that are required for their processing (e.g. interpolation and linear regression.) The second part of the book on Image Based Visual Computing deals with several fundamental techniques to process 2D images (e.g. convolution, spectral analysis and feature detection) and corresponds to the low level retinal image processing that happens in the eye in the human visual system pathway.

The next part of the book on Geometric Visual Computing deals with the fundamental techniques used to combine the geometric information from multiple eyes creating a 3D interpretation of the object and world around us (e.g. transformations, projective and epipolar geometry, and 3D reconstruction). This corresponds to the higher level processing that happens in the brain combining information from both the eyes thereby helping us to navigate through the 3D world around us.



The last two parts of the book cover Radiometric Visual Computing and Visual Content Synthesis. These parts focus on the fundamental techniques for processing information arising from the interaction of light with objects around us, as well as the fundamentals of creating virtual computer generated worlds that mimic all the processing presented in the prior sections.



The book is written for a 16 week long semester course and can be used for both undergraduate and graduate teaching, as well as a reference for professionals.

โœฆ Table of Contents


I FUNDAMENTALS Data Visualization Discretization Representation Noise Techniques Interpolation Geometric Intersections II IMAGE BASED VISUAL COMPUTING Convolution Linear Systems Linear Filters Implementation Details Spectral Analysis Discrete Fourier Transform Polar Notation Periodicity of Frequency Domain Aliasing Extension for 2D Interpretation Duality Feature Detection Edge Detection Feature Detection Other Non-Linear Filters III GEOMETRIC VISUAL COMPUTING Geometric Transformations Homogeneous Coordinates Linear Transformations Euclidean and A_ne Transformations Concatenation of Transformations Coordinate Systems Properties of Concatenation Projective Transformation Degrees of Freedom Non-Linear Transformations The Pinhole Camera The Model Considerations in the Practical Camera Epipolar Geometry Background Correspondences in Multi-View Geometry Fundamental Matrix Essential Matrix Recti_cation Applying Epipolar Geometry IV RADIOMETRIC VISUAL COMPUTING Light Radiometry Photometry and Color Color Reproduction Modeling Additive Color Mixtures Color Management Modeling Subtractive Color Mixture Limitations Photometric Processing Histogram Processing Image Composition Photometric Stereo V VISUAL CONTENT SYNTHESIS The Diverse Domain Modeling Processing Rendering Application Interactive Graphics pipeline Geometric Transformation of Vertices Clipping and Vertex Interpolation of Attributes Rasterization and Pixel Interpolation of Attributes Realism and Performance Illumination Shading Shadows Texture Mapping Bump Mapping Environment Mapping Transparency Accumulation Buffer Back Face Culling Visibility Culling Graphics Programming Development of Graphics Processing Unit Development of Graphics APIs and Libraries The Modern GPU and CUDA


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