Introduction to visual computing
Saved in:
Main Author: | |
---|---|
Corporate Author: | |
Format: | Electronic eBook |
Language: | English |
Published: |
[Place of publication not identified] :
Apple Academic Press Inc,
2016.
|
Online Access: | Connect to this title online (unlimited simultaneous users allowed; 325 uses per year) |
Table of Contents:
- Machine generated contents note: 1. Data
- 1.1. Visualization
- 1.2. Discretization
- 1.2.1. Sampling
- 1.2.2. Quantization
- 1.3. Representation
- 1.3.1. Geometric Data
- 1.4. Noise
- 1.5. Conclusion
- Bibliography
- Summary
- Exercises
- 2. Techniques
- 2.1. Interpolation
- 2.1.1. Linear Interpolation
- 2.1.2. Bilinear Interpolation
- 2.2. Geometric Intersections
- 2.3. Conclusion
- Bibliography
- Summary
- Exercises
- 3. Convolution
- 3.1. Linear Systems
- 3.1.1. Response of a Linear System
- 3.1.2. Properties of Convolution
- 3.2. Linear Filters
- 3.2.1. All, Low, Band and High Pass Filters
- 3.2.2. Designing New Filters
- 3.2.3. 2D Filter Separability
- 3.2.4. Correlation and Pattern Matching
- 3.3. Implementation Details
- 3.4. Conclusion
- Bibliography
- Summary
- Exercises
- 4. Spectral Analysis
- 4.1. Discrete Fourier Transform
- 4.1.1. Why Sine and Cosine Waves?
- 4.2. Polar Notation
- 4.2.1. Properties
- 4.2.2. Example Analysis of Signals
- 4.3. Periodicity of Frequency Domain
- 4.4. Aliasing
- 4.5. Extension for 2D Interpretation
- 4.5.1. Effect of Periodicity
- 4.5.2. Notch Filter
- 4.5.3. Example of Aliasing
- 4.6. Duality
- 4.7. Conclusion
- Bibliography
- Summary
- Exercises
- 5. Feature Detection
- 5.1. Edge Detection
- 5.1.1. Edgel Detectors
- 5.1.2. Multi-Resolution Edge Detection
- 5.1.3. Aggregating Edgels
- 5.2. Feature Detection
- 5.3. Other Non-Linear Filters
- 5.4. Conclusion
- Bibliography
- Summary
- Exercises
- 6. Geometric Transformations
- 6.1. Homogeneous Coordinates
- 6.2. Linear Transformations
- 6.3. Euclidean and Affine Transformations
- 6.3.1. Translation
- 6.3.2. Rotation
- 6.3.3. Scaling
- 6.3.4. Shear
- 6.3.5. Some Observations
- 6.4. Concatenation of Transformations
- 6.4.1. Scaling About the Center
- 6.4.2. Rotation About an Arbitrary Axis
- 6.5. Coordinate Systems
- 6.5.1. Change of Coordinate Systems
- 6.6. Properties of Concatenation
- 6.6.1. Global vs Local Coordinate System
- 6.7. Projective Transformation
- 6.8. Degrees of Freedom
- 6.9. Non-Linear Transformations
- 6.10. Conclusion
- Bibliography
- Summary
- Exercises
- 7. Pinhole Camera
- 7.1. Model
- 7.1.1. Camera Calibration
- 7.1.2. 3D Depth Estimation
- 7.1.3. Homography
- 7.2. Considerations in the Practical Camera
- 7.3. Conclusion
- Bibliography
- Summary
- Exercises
- 8. Epipolar Geometry
- 8.1. Background
- 8.2. Correspondences in Multi-View Geometry
- 8.3. Fundamental Matrix
- 8.3.1. Properties
- 8.3.2. Estimating Fundamental Matrix
- 8.3.3. Camera Setup Akin to Two Frontal Eyes
- 8.4. Essential Matrix
- 8.5. Rectification
- 8.6. Applying Epipolar Geometry
- 8.6.1. Depth from Disparity
- 8.6.2. Depth from Optical Flow
- 8.7. Conclusion
- Bibliography
- Summary
- Exercises
- 9. Light
- 9.1. Radiometry
- 9.1.1. Bidirectional Reflectance Distribution Function
- 9.1.2. Light Transport Equation
- 9.2. Photometry and Color
- 9.2.1. CIE XYZ Color Space
- 9.2.2. Perceptual Organization of CIE XYZ Space
- 9.2.3. Perceptually Uniform Color Spaces
- 9.3. Conclusion
- Bibliography
- Summary
- Exercises
- 10. Color Reproduction
- 10.1. Modeling Additive Color Mixtures
- 10.1.1. Color Gamut of a Device
- 10.1.2. Tone Mapping Operator
- 10.1.3. Intensity Resolution
- 10.1.4. Example Displays
- 10.2. Color Management
- 10.2.1. Gamut Transformation
- 10.2.2. Gamut Matching
- 10.3. Modeling Subtractive Color Mixture
- 10.4. Limitations
- 10.4.1. High Dynamic Range Imaging
- 10.4.2. Multi-Spectral Imaging
- 10.5. Conclusion
- Bibliography
- Summary
- Exercises
- 11. Photometric Processing
- 11.1. Histogram Processing
- 11.1.1. Handling Color Images
- 11.2. Image Composition
- 11.2.1. Image Blending
- 11.2.2. Image Cuts
- 11.3. Photometric Stereo
- 11.3.1. Handling Shadows
- 11.3.2. Computing Illumination Directions
- 11.3.3. Handling Color
- 11.4. Conclusion
- Bibliography
- Summary
- Exercises
- 12. Diverse Domain
- 12.1. Modeling
- 12.2. Processing
- 12.3. Rendering
- 12.4. Application
- 12.5. Conclusion
- Bibliography
- 13. Interactive Graphics Pipeline
- 13.1. Geometric Transformation of Vertices
- 13.1.1. Model Transformation
- 13.1.2. View Transformation
- 13.1.3. Perspective Projection Transformation
- 13.1.4. Occlusion Resolution
- 13.1.5. Window Coordinate Transformation
- 13.1.6. Final Transformation
- 13.2. Clipping and Vertex Interpolation of Attributes
- 13.3. Rasterization and Pixel Interpolation of Attributes
- 13.4. Conclusion
- Bibliography
- Summary
- Exercises
- 14. Realism and Performance
- 14.1. Illumination
- 14.2. Shading
- 14.3. Shadows
- 14.4. Texture Mapping
- 14.4.1. Texture to Object Space Mapping
- 14.4.2. Object to Screen Space Mapping
- 14.4.3. Mipmapping
- 14.5. Bump Mapping
- 14.6. Environment Mapping
- 14.7. Transparency
- 14.8. Accumulation Buffer
- 14.9. Back Face Culling
- 14.10. Visibility Culling
- 14.10.1. Bounding Volumes
- 14.10.2. Spatial Subdivision
- 14.10.3. Other Uses
- 14.11. Conclusion
- Bibliography
- Summary
- Exercises
- 15. Graphics Programming
- 15.1. Development of Graphics Processing Unit
- 15.2. Development of Graphics APIs and Libraries
- 15.3. Modern GPU and CUDA
- 15.3.1. GPU Architecture
- 15.3.2. CUDA Programming Model
- 15.3.3. CUDA Memory Model
- 15.4. Conclusion
- Bibliography
- Summary.