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3D Computer Vision: Efficient Methods and Applications (X.media.publishing)
by Christian WöhlerThis indispensable text introduces the foundations of three-dimensional computer vision and describes recent contributions to the field. Fully revised and updated, this much-anticipated new edition reviews a range of triangulation-based methods, including linear and bundle adjustment based approaches to scene reconstruction and camera calibration, stereo vision, point cloud segmentation, and pose estimation of rigid, articulated, and flexible objects. Also covered are intensity-based techniques that evaluate the pixel grey values in the image to infer three-dimensional scene structure, and point spread function based approaches that exploit the effect of the optical system. The text shows how methods which integrate these concepts are able to increase reconstruction accuracy and robustness, describing applications in industrial quality inspection and metrology, human-robot interaction, and remote sensing.
3D Computer Vision: Foundations and Advanced Methodologies
by Yu-Jin ZhangThis book offers a comprehensive and unbiased introduction to 3D Computer Vision, ranging from its foundations and essential principles to advanced methodologies and technologies. Divided into 11 chapters, it covers the main workflow of 3D computer vision as follows: camera imaging and calibration models; various modes and means of 3D image acquisition; binocular, trinocular and multi-ocular stereo vision matching techniques; monocular single-image and multi-image scene restoration methods; point cloud data processing and modeling; simultaneous location and mapping; generalized image and scene matching; and understanding spatial-temporal behavior. Each topic is addressed in a uniform manner: the dedicated chapter first covers the essential concepts and basic principles before presenting a selection of typical, specific methods and practical techniques. In turn, it introduces readers to the most important recent developments, especially in the last three years. This approachallows them to quickly familiarize themselves with the subject, implement the techniques discussed, and design or improve their own methods for specific applications. The book can be used as a textbook for graduate courses in computer science, computer engineering, electrical engineering, data science, and related subjects. It also offers a valuable reference guide for researchers and practitioners alike.
3D Concrete Printing: State of the Art and Applications (ISTE Consignment)
by Arnaud Perrot Yohan JacquetThis book presents a comprehensive overview of the state of the art in additive manufacturing in the world of concrete construction. 3D Concrete Printing tackles its subject from several angles, including issues relating to concrete materials (such as their formulation or fresh-state behavior), the various printing processes that have been developed, and how to describe the mechanical behavior and architectural and structural designs of printed structures. This book also considers the transition to application and industrialization, and the relevance of these new technologies in reducing the environmental impact of the construction sector. Finally, material characterization methodologies are presented with a view to describing the behavior of materials both before and after printing, and the modeling tools used to simulate the process are listed.
3D DNA Nanostructure: Methods and Protocols (Methods in Molecular Biology #1500)
by Yonggang Ke Pengfei WangThis detailed volume presents a comprehensive technical overview of DNA nanotechnology with an emphasis on 3D DNA nanostructure design and applications. Coverage spans from basic design principles for DNA and RNA nanostructures to their cutting-edge applications in a variety of fields, with the book divided into basic DNA and RNA nanostructure design strategies as well as applications utilizing DNA nanostructures, including but not limited to nanomedicine, bioimaging, biosensing, nanoplasmonics, nanoelectronics, nanofabrication, crystallography, biophysics, and analytical chemistry. Written for the highly successful Methods in Molecular Biology series, chapters include introductions to their respective topics, lists of the necessary materials and reagents, step-by-step, readily reproducible laboratory protocols, and tips on troubleshooting and avoiding known pitfalls. Comprehensive and authoritative, 3D DNA Nanostructure: Methods and Protocols provides the most up-to-date tutorial style overviews and technical style protocols to benefit researchers in a wide variety of areas.
3D Data Science with Python: Building Accurate Digital Environments with 3D Point Cloud Workflows
by Florent PouxOur physical world is grounded in three dimensions. To create technology that can reason about and interact with it, our data must be 3D too. This practical guide offers data scientists, engineers, and researchers a hands-on approach to working with 3D data using Python. From 3D reconstruction to 3D deep learning techniques, you'll learn how to extract valuable insights from massive datasets, including point clouds, voxels, 3D CAD models, meshes, images, and more.Dr. Florent Poux helps you leverage the potential of cutting-edge algorithms and spatial AI models to develop production-ready systems with a focus on automation. You'll get the 3D data science knowledge and code to:Understand core concepts and representations of 3D dataLoad, manipulate, analyze, and visualize 3D data using powerful Python librariesApply advanced AI algorithms for 3D pattern recognition (supervised and unsupervised)Use 3D reconstruction techniques to generate 3D datasetsImplement automated 3D modeling and generative AI workflowsExplore practical applications in areas like computer vision/graphics, geospatial intelligence, scientific computing, robotics, and autonomous drivingBuild accurate digital environments that spatial AI solutions can leverageFlorent Poux is an esteemed authority in the field of 3D data science who teaches and conducts research for top European universities. He's also head professor at the 3D Geodata Academy and innovation director for French Tech 120 companies.
3D Deep Learning with Python: Design and develop your computer vision model with 3D data using PyTorch3D and more
by Xudong Ma Vishakh Hegde Lilit YolyanVisualize and build deep learning models with 3D data using PyTorch3D and other Python frameworks to conquer real-world application challenges with easeKey FeaturesUnderstand 3D data processing with rendering, PyTorch optimization, and heterogeneous batchingImplement differentiable rendering concepts with practical examplesDiscover how you can ease your work with the latest 3D deep learning techniques using PyTorch3DBook DescriptionWith this hands-on guide to 3D deep learning, developers working with 3D computer vision will be able to put their knowledge to work and get up and running in no time.Complete with step-by-step explanations of essential concepts and practical examples, this book lets you explore and gain a thorough understanding of state-of-the-art 3D deep learning. You'll see how to use PyTorch3D for basic 3D mesh and point cloud data processing, including loading and saving ply and obj files, projecting 3D points into camera coordination using perspective camera models or orthographic camera models, rendering point clouds and meshes to images, and much more. As you implement some of the latest 3D deep learning algorithms, such as differential rendering, Nerf, synsin, and mesh RCNN, you'll realize how coding for these deep learning models becomes easier using the PyTorch3D library.By the end of this deep learning book, you'll be ready to implement your own 3D deep learning models confidently.What you will learnDevelop 3D computer vision models for interacting with the environmentGet to grips with 3D data handling with point clouds, meshes, ply, and obj file formatWork with 3D geometry, camera models, and coordination and convert between themUnderstand concepts of rendering, shading, and more with easeImplement differential rendering for many 3D deep learning modelsAdvanced state-of-the-art 3D deep learning models like Nerf, synsin, mesh RCNNWho this book is forThis book is for beginner to intermediate-level machine learning practitioners, data scientists, ML engineers, and DL engineers who are looking to become well-versed with computer vision techniques using 3D data.
3D Diagnosis and Treatment Planning in Orthodontics: An Atlas for the Clinician
by Jean-Marc Retrouvey Mohamed-Nur AbdallahThis richly illustrated book is a wide-ranging guide to modern diagnostics and treatment planning in orthodontics, which are mandatory prior to the initiation of any type of comprehensive treatment. The importance of three-dimensional (3D) imaging techniques has been increasingly recognized owing to the shortcomings of conventional two-dimensional imaging in some patients, such as those requiring complex adult treatment and those with temporomandibular joint dysfunctions or sleep disturbances. In the first part of this book, readers will find clear description and illustration of the diagnostic role of the latest 3D imaging techniques, including cone beam computed tomography, intra-oral scanning, and magnetic resonance imaging. The second part explains in detail the application of 3D techniques in treatment planning for orthodontic and orthognathic surgery. Guidance is also provided on the use of image fusion software for the purposes of accurate diagnosis and precise design of the most appropriate biomechanical approach in patients with malocclusions.
3D Digital Geological Models: From Terrestrial Outcrops to Planetary Surfaces
by Andrea Bistacchi Matteo Massironi Sophie Viseur3D DIGITAL GEOLOGICAL MODELS Discover the practical aspects of modeling techniques and their applicability on both terrestrial and extraterrestrial structures A wide overlap exists in the methodologies used by geoscientists working on the Earth and those focused on other planetary bodies in the Solar System. Over the course of a series of sessions at the General Assemblies of the European Geosciences Union in Vienna, the intersection found in 3D characterization and modeling of geological and geomorphological structures for all terrestrial bodies in our solar system revealed that there are similar datasets and common techniques for the study of all planets—Earth and beyond—from a geological point-of-view. By looking at Digital Outcrop Models (DOMs), Digital Elevation Models (DEMs), or Shape Models (SM), researchers may achieve digital representations of outcrops, topographic surfaces, or entire small bodies of the Solar System, like asteroids or comet nuclei. 3D Digital Geological Models: From Terrestrial Outcrops to Planetary Surfaces has two central objectives, to highlight the similarities that geological disciplines have in common when applied to entities in the Solar System, and to encourage interdisciplinary communication and collaboration between different scientific communities. The book particularly focuses on analytical techniques on DOMs, DEMs and SMs that allow for quantitative characterization of outcrops and geomorphological features. It also highlights innovative 3D interpretation and modeling strategies that allow scientists to gain new and more advanced quantitative results on terrestrial and extraterrestrial structures. 3D Digital Geological Models: From Terrestrial Outcrops to Planetary Surfaces readers will also find: The first volume dedicated to this subject matter that successfully integrates methodology and applications A series of methodological chapters that provide instruction on best practices involving DOMs, DEMs, and SMs A wide range of case studies, including small- to large-scale projects on Earth, Mars, the 67P/Churyumov-Gerasimenko comet, and the Moon Examples of how data collected at surface can help reconstruct 3D subsurface models 3D Digital Geological Models: From Terrestrial Outcrops to Planetary Surfaces is a useful reference for academic researchers in earth science, structural geology, geophysics, petroleum geology, remote sensing, geostatistics, and planetary scientists, and graduate students studying in these fields. It will also be of interest for professionals from industry, particularly those in the mining and hydrocarbon fields.
3D Discrete Element Workbench for Highly Dynamic Thermo-mechanical Analysis
by Ivan Iordanoff Damien Andre Jean-Luc CharlesComplex behavior models (plasticity, cracks, visco elascticity) face some theoretical difficulties for the determination of the behavior law at the continuous scale. When homogenization fails to give the right behavior law, a solution is to simulate the material at a meso scale in order to simulate directly a set of discrete properties that are responsible of the macroscopic behavior. The discrete element model has been developed for granular material. The proposed set shows how this method is capable to solve the problem of complex behavior that are linked to discrete meso scale effects. The first book solves the local problem, the second one presents a coupling approach to link the structural effects to the local ones, this third book presents the software workbench that includes all the theoretical developments.
3D Displays
by Ernst LuederThis book addresses electrical engineers, physicists, designers of flat panel displays (FDPs), students and also scientists from other disciplines interested in understanding the various 3D technologies. A timely guide is provided to the present status of development in 3D display technologies, ready to be commercialized as well as to future technologies.Having presented the physiology of 3D perception, the book progresses to a detailed discussion of the five 3D technologies: stereoscopic and autostereoscopic displays; integral imaging; holography and volumetric displays, and:Introduces spatial and temporal multiplex for the two views needed for stereoscopic and autostereoscopic displays; Outlines dominant components such as retarders for stereoscopic displays, and fixed as well as adjustable lenticular lenses and parallax barriers for auto- stereoscopic displays; Examines the high speed required for 240 Hz frames provided by parallel addressing and the recently proposed interleaved image processing; Explains integral imaging, a true 3D system, based on the known lenticulars which is explored up to the level of a 3D video projector using real and virtual images; Renders holographic 3D easier to understand by using phasors known from electrical engineering and optics leading up to digital computer generated holograms; Shows volumetric displays to be limited by the number of stacked FPDs; and, Presents algorithms stemming from computer science to assess 3D image quality and to allow for bandwidth saving transmission of 3D TV signals. The Society for Information Display (SID) is an international society, which has the aim of encouraging the development of all aspects of the field of information display. Complementary to the aims of the society, the Wiley-SID series is intended to explain the latest developments in information display technology at a professional level. The broad scope of the series addresses all facets of information displays from technical aspects through systems and prototypes to standards and ergonomics
3D Echocardiography
by Takahiro ShiotaSince the publication of the second edition of this volume, 3D echocardiography has penetrated the clinical arena and become an indispensable tool for patient care. The previous edition, which was highly commended at the British Medical Book Awards, has been updated with recent publications and improved images. This third edition has added important new topics such as 3D Printing, Surgical and Transcatheter Management, Artificial Valves, and Infective Endocarditis. The book begins by describing the principles of 3D echocardiography, then proceeds to discuss its application to the imaging of • Left and Right Ventricle, Stress Echocardiography • Left Atrium, Hypertrophic Cardiomyopathy • Mitral Regurgitation with Surgical and Nonsurgical Procedures • Mitral Stenosis and Percutaneous Mitral Valvuloplasty • Aortic Stenosis with TAVI / TAVR • Aortic and Tricuspid Regurgitation • Adult Congenital Heart Disease, Aorta • Speckle Tracking, Cardiac Masses, Atrial Fibrillation KEY FEATURES In-depth clinical experiences of the use of 3D/2D echo by world experts Latest findings to demonstrate clinical values of 3D over 2D echo One-click view of 263 innovative videos and 352 high-resolution 3D/2D color images in a supplemental eBook.
3D Echocardiography of Structural Heart Disease: An Imaging Atlas
by Hakimeh Sadeghian Zahra Savand-RoomiThis atlas presents outstanding three-dimensional (3D) echocardiographic images of structural heart diseases, including congenital and valvular diseases and cardiac masses and tumors. The aim is to enable the reader to derive maximum diagnostic and treatment benefit from the modality through optimal image acquisition and interpretation. To this end a wide range of instructive individual cases are depicted, with sequential arrangement of all images and views of diagnostic value, including 3D zoom, full-volume, and live 3D images. For each case, a key lesson is highlighted and attention is drawn to aspects of relevance to diagnosis and treatment. In addition, readers will have online access to echocardiographic video clips for each patient. The closing part of the book examines the role of 3D echocardiography in structural heart disease interventions. The superb quality of the illustrations and the range of cases considered ensure that this atlas will be an excellent visual learning tool and an ideal aid for cardiology residents and fellows in day-to-day clinical practice.
3D Engine Design for Virtual Globes
by Patrick Cozzi Kevin RingSupported with code examples and the authors’ real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind. The content is also useful for general graphics and games, especially planet and massive-world engines. With pragmatic advice throughout, it is essential reading for practitioners, researchers, and hobbyists in these areas, and can be used as a text for a special topics course in computer graphics. Topics covered include: Rendering globes, planet-sized terrain, and vector data; Multithread resource management; Out-of-core algorithms; Shader-based renderer design.
3D Engine Design for Virtual Globes
by Patrick Cozzi Kevin RingSupported with code examples and the authors' real-world experience, this book offers the first guide to engine design and rendering algorithms for virtual globe applications like Google Earth and NASA World Wind. The content is also useful for general graphics and games, especially planet and massive-world engines. With pragmatic advice throughout
3D Environment Design with Blender: Enhance your modeling, texturing, and lighting skills to create realistic 3D scenes
by Abdelilah Hamdani Carlos BarretoSave time and effort when building 3D scenes with this essential guide to creating stunning photorealistic 3D environments in BlenderKey FeaturesReveal modeling tricks to make your Blender 3D environments look realisticDiscover techniques to enhance the photorealism of your scenes while saving timeSet up realistic lighting in your scenes to make your environment look pleasing to the eyeBook DescriptionBlender is a powerful tool for creating all kinds of visual assets, but with such power comes complexity. Creating a photorealistic 3D scene seems like a Herculean task for more than 90% of 3D designers, but don't be discouraged! 3D Environment Design with Blender will get you up and running.This practical guide helps reduce the complexity of 3D environment design, advance your Blender skills, and produce lifelike scenes and animations in a time-efficient manner. You'll start by learning how to fix the most common mistakes 3D designers make with modeling and scale matching that stop them from achieving photorealism. Next, you'll understand the basics of realistic texturing, efficient unwrapping and achieving photorealistic lighting by turning an actual reference of a wood cabin into a realistic 3D scene. These skills will be used and expanded as you build a realistic 3D environment with natural assets and materials that you'll create from scratch. Once you've developed your natural environment, you'll advance to creating realistic render shots by applying cool camera features, and compositing tricks that will make your final render look photorealistic and pleasing to the eye.By the end of this book, you'll be able to implement modeling tricks and best practices to make your 3D environments look stunningly lifelike.What you will learnUnderstand how to avoid the most common modeling mistakes 3D designers makeCreate realistic landscapes using Blender's built-in A.N.T Landscape add-onBuild natural assets such as rocks, flowers, plants, and rivers that you can customize and use in a variety of projectsCreate realistic materials such as snow, mud, wood and animated waterUse the particle system to generate realistic grass, as well as scatter flowers and rocksApply the five lighting rules to achieve great photorealistic resultsUse nodes and materials effectively to produce impressive resultsWho this book is forThis book is for 3D environment artists and open-world game designers who have tried designing 3D environments but have trouble finding the right Blender settings. If you feel overwhelmed understanding how nodes and materials work in Blender, this book will simplify it for you and help you achieve photorealism in your environments in no time. Familiarity with the Blender interface is expected to get the most out of this book.
3D Environment Design with Blender: Enhance your modeling, texturing, and lighting skills to create realistic 3D scenes
by Abdelilah HamdaniSave time and effort when building 3D scenes with this essential guide to creating stunning photorealistic 3D environments in BlenderKey FeaturesReveal modeling tricks to make your Blender 3D environments look realisticDiscover techniques to enhance the photorealism of your scenes while saving timeSet up realistic lighting in your scenes to make your environment look pleasing to the eyeBook DescriptionBlender is a powerful tool for creating all kinds of visual assets, but with such power comes complexity. Creating a photorealistic 3D scene seems like a Herculean task for more than 90% of 3D designers, but don’t be discouraged! 3D Environment Design with Blender will get you up and running. This practical guide helps reduce the complexity of 3D environment design, advance your Blender skills, and produce lifelike scenes and animations in a time-efficient manner. You'll start by learning how to fix the most common mistakes 3D designers make with modeling and scale matching that stop them from achieving photorealism. Next, you’ll understand the basics of realistic texturing, efficient unwrapping and achieving photorealistic lighting by turning an actual reference of a wood cabin into a realistic 3D scene. These skills will be used and expanded as you build a realistic 3D environment with natural assets and materials that you’ll create from scratch. Once you’ve developed your natural environment, you’ll advance to creating realistic render shots by applying cool camera features, and compositing tricks that will make your final render look photorealistic and pleasing to the eye. By the end of this book, you'll be able to implement modeling tricks and best practices to make your 3D environments look stunningly lifelike.What you will learnUnderstand how to avoid the most common modeling mistakes 3D designers makeCreate realistic landscapes using Blender s built-in A.N.T Landscape add-onBuild natural assets such as rocks, flowers, plants, and rivers that you can customize and use in a variety of projectsCreate realistic materials such as snow, mud, wood and animated waterUse the particle system to generate realistic grass, as well as scatter flowers and rocksApply the five lighting rules to achieve great photorealistic resultsUse nodes and materials effectively to produce impressive resultsWho this book is forThis book is for 3D environment artists and open-world game designers who have tried designing 3D environments but have trouble finding the right Blender settings. If you feel overwhelmed understanding how nodes and materials work in Blender, this book will simplify it for you and help you achieve photorealism in your environments in no time. Familiarity with the Blender interface is expected to get the most out of this book.
3D FEA Simulations in Machining (SpringerBriefs in Applied Sciences and Technology)
by J. Paulo Davim Panagiotis Kyratsis Anastasios TzotzisThis book covers machining simulations using advanced nonlinear finite element analysis (FEA) methodologies coupled with CAD-based techniques. The content increases awareness about the possibilities to reduce the actual experimental work via experimentally validated simulations using nonlinear finite element analysis.
3D Face Modeling, Analysis and Recognition
by Remco Veltkamp Anuj Srivastava Mohamed Daoudi3D Face Modeling, Analysis and Recognition presents methodologies for analyzing shapes of facial surfaces, develops computational tools for analyzing 3D face data, and illustrates them using state-of-the-art applications. The methodologies chosen are based on efficient representations, metrics, comparisons, and classifications of features that are especially relevant in the context of 3D measurements of human faces. These frameworks have a long-term utility in face analysis, taking into account the anticipated improvements in data collection, data storage, processing speeds, and application scenarios expected as the discipline develops further.The book covers face acquisition through 3D scanners and 3D face pre-processing, before examining the three main approaches for 3D facial surface analysis and recognition: facial curves; facial surface features; and 3D morphable models. Whilst the focus of these chapters is fundamentals and methodologies, the algorithms provided are tested on facial biometric data, thereby continually showing how the methods can be applied.Key features:* Explores the underlying mathematics and will apply these mathematical techniques to 3D face analysis and recognition* Provides coverage of a wide range of applications including biometrics, forensic applications, facial expression analysis, and model fitting to 2D images* Contains numerous exercises and algorithms throughout the book
3D Filmmaking: Techniques and Best Practices for Stereoscopic Filmmakers
by Celine TricartA visual book for the visual artist, 3D Filmmaking: Techniques and Best Practices for Stereoscopic Filmmakers provides a comprehensive overview of the theory, language, and methods behind stereoscopic 3D filmmaking, all in one package. Celebrated 3D filmmaker Celine Tricart explores every facet of the art, from the technical to the practical, including: 3D vision History of 3D cinema Stereoscopic basics and techniques How to shoot in 3D 3D VFXs, animation in 3D, and 2D to 3D conversion Live broadcast in 3D 3D viewing and projection 3D as a storytelling tool Screenwriting for 3D Working with a stereographer 3D storyboarding and previz 3D postproduction Sound design in-depth A must-read for any 3D filmmaker, producer, writer, or technician interested in the third dimension, 3D Filmmaking covers the history of the form, defines key 3D terms and places them into context, and offers lessons on using the medium as a visual storytelling tool, creating a perfect blend of concepts, practice, and history. Full color throughout, the book also includes a pair of 3D glasses for you to view the 3D images within, and each chapter features detailed color diagrams and examples in anaglyph 3D, as well as interviews with 3D visionaries like Jean Pierre Jeunet (Director, Amélie, Alien 4), Chris Sanders (Director, How to Train Your Dragon, The Croods), Demetri Portelli (Stereographer, Hugo), Phil McNally (Stereoscopic Supervisor, How to Train Your Dragon, Madagascar 4), Tim Webber (VFX supervisor, Gravity), Scott Farrar (VFX supervisor, the Transformers franchise), and Victoria Alonso (Stereoscopic Supervisor, Marvel Studios). A companion website (www.routledge.com/cw/tricart) features links to useful resources and footage from 3D films.
3D Flash Memories
by Rino MicheloniThis book walks the reader through the next step in the evolution of NAND flash memory technology, namely the development of 3D flash memories, in which multiple layers of memory cells are grown within the same piece of silicon. It describes their working principles, device architectures, fabrication techniques and practical implementations, and highlights why 3D flash is a brand new technology. After reviewing market trends for both NAND and solid state drives (SSDs), the book digs into the details of the flash memory cell itself, covering both floating gate and emerging charge trap technologies. There is a plethora of different materials and vertical integration schemes out there. New memory cells, new materials, new architectures (3D Stacked, BiCS and P-BiCS, 3D FG, 3D VG, 3D advanced architectures); basically, each NAND manufacturer has its own solution. Chapter 3 to chapter 7 offer a broad overview of how 3D can materialize. The 3D wave is impacting emerging memories as well and chapter 8 covers 3D RRAM (resistive RAM) crosspoint arrays. Visualizing 3D structures can be a challenge for the human brain: this is way all these chapters contain a lot of bird's-eye views and cross sections along the 3 axes. The second part of the book is devoted to other important aspects, such as advanced packaging technology (i. e. TSV in chapter 9) and error correction codes, which have been leveraged to improve flash reliability for decades. Chapter 10 describes the evolution from legacy BCH to the most recent LDPC codes, while chapter 11 deals with some of the most recent advancements in the ECC field. Last but not least, chapter 12 looks at 3D flash memories from a system perspective. Is 14nm the last step for planar cells? Can 100 layers be integrated within the same piece of silicon? Is 4 bit/cell possible with 3D? Will 3D be reliable enough for enterprise and datacenter applications? These are some of the questions that this book helps answering by providing insights into 3D flash memory design, process technology and applications.
3D Future Internet Media
by Ahmet Kondoz Tasos DagiuklasThis book describes recent innovations in 3D media and technologies, with coverage of 3D media capturing, processing, encoding, and adaptation, networking aspects for 3D Media, and quality of user experience (QoE). The main contributions are based on the results of the FP7 European Projects ROMEO, which focus on new methods for the compression and delivery of 3D multi-view video and spatial audio, as well as the optimization of networking and compression jointly across the Future Internet (www. ict-romeo. eu). The delivery of 3D media to individual users remains a highly challenging problem due to the large amount of data involved, diverse network characteristics and user terminal requirements, as well as the user's context such as their preferences and location. As the number of visual views increases, current systems will struggle to meet the demanding requirements in terms of delivery of constant video quality to both fixed and mobile users. ROMEO will design and develop hybrid-networking solutions that combine the DVB-T2 and DVB-NGH broadcast access network technologies together with a QoE aware Peer-to-Peer (P2P) distribution system that operates over wired and wireless links. Live streaming 3D media needs to be received by collaborating users at the same time or with imperceptible delay to enable them to watch together while exchanging comments as if they were all in the same location. The volume provides state-of-the-art information on 3D multi-view video, spatial audio networking protocols for 3D media, P2P 3D media streaming, and 3D Media delivery across heterogeneous wireless networks among other topics. Graduate students and professionals in electrical engineering and computer science with an interest in 3D Future Internet Media will find this volume to be essential reading.
3D Game Design with Unreal Engine 4 and Blender
by Justin PlowmanCombine the powerful UE4 with Blender to create visually appealing and comprehensive game environments About This Book * The only resource that shows how you can incorporate Blender into your Unreal Engine 4 Game environment * Create amazing 3D game environments by leveraging the power of Blender and Unreal Engine 4 * Practical step-by-step approach with plenty of illustrative examples to get you started immediately Who This Book Is For This book would be ideal for 3D artists and game designers who want to create amazing 3D game environments and leverage the power of Blender with Unreal Engine 4. 3D design basics would be necessary to get the most out of this book. Some previous experience with Blender would be helpful but not essential What You Will Learn * Create a fully functioning game level of your own design using Blender and Unreal Engine 4 * Customize your level with detailed 3D assets created with Blender * Import assets into Unreal Engine 4 to create an amazing finished product * Build a detailed dynamic environment with goals and an ending * Explore Blender's incredible animation tools to animate elements of your game * Create great environments using sound effects, particle effects, and class blueprints In Detail Unreal Engine 4 now has support for Blender, which was not available in earlier versions. This has opened up new possibilities and that is where this book comes in. This is the first book in the market combining these two powerful game and graphic engines. Readers will build an amazing high-level game environment with UE4 and will show them how to use the power of Blender 3D to create stunning animations and 3D effects for their game. This book will start with creating levels, 3D assets for the game, game progression, light and environment control, animation, and so on. Then it will teach readers to add amazing visual effects to their game by applying rendering, lighting, rigging, and compositing techniques in Blender. Finally, readers will learn how to smoothly transfer blender files to UE4 and animate the game assets. Each chapter will add complexities to the game environment. Style and approach This will have a clear, step-by-step approach to creating game assets in Blender and then importing them to UE4 to create stunning game environments. All asset creation techniques are explained in detail along with tips on how to use them to create your own game environments. The book offers end-to-end coverage of how to design a game level from scratch.
3D Game Development with Microsoft Silverlight 3: Beginner's Guide
by Gaston C. HillarThis book takes a step-by-step approach to building a complete interactive 3D game using Silverlight and enhancing it through its related technologies. The book focuses on practical examples and has a friendly approach, with the opportunity to learn by experiment and play. It uses illustrations, screenshots, and interactive experiences to understand the most complex topics related to the 3D scenes. This book is designed primarily for C# developers with basic knowledge of the Visual Studio IDE who want to develop online 3D games using Silverlight or create interactive 3D scenes for a web site with animated models. No prior experience in 3D programming, 3D animation, or Silverlight is required. The book is also aimed at 3D developers who want to improve their online content, offering innovative 3D models in action.
3D Game Development with Unity
by Franz LanzingerThis book teaches beginners and aspiring game developers how to develop 3D games with Unity. Thousands of commercial games have been built with Unity. This book combines a practical, step-by-step approach with explanations of the underlying theory that are reinforced with hundreds of screenshots and several larger projects. Building on the knowledge developed in 2D Game Development for Unity, this book uses the Blender software for 3D modelling and texturing, GIMP for 2D art, Audacity for sound effects, and MuseScore for music composition and notation. Readers can follow the step-by-step guides and create an introductory racing game, a 3D maze game, and a 3D FPS adventure game as they progress through the chapters. The book contains numerous color illustrations and online access to easily downloadable game assets, code, and project files. Written to be accessible and easy to follow, this book will be a valuable resource to both beginner and aspiring game developers that want to develop 3D games with Unity. Franz Lanzinger is an independent game developer, author, and pianist. He is the owner of Lanzinger Studio located in Sunnyvale, California. His game development career spans almost 40 years starting with the coin-op classic Crystal Castles at Atari in 1983, continuing with Ms. Pacman and Toobin' for the NES, published by Tengen in 1990. Franz has been an indie game developer since 1991. He worked on SNES Rampart, Championship Pool, and NCAA Final Four Basketball, as well as Gubble for the PC, Mac, and PlayStation. This is Franz's third book about game development. He is currently working on a remaster of Gubble. In his spare time, he is the piano accompanist for the Valley Chorale and the Serendipity Choir. Go to franzlanzinger.com for the latest news about Franz as well as resources for his books.
3D Game Engine Architecture: Engineering Real-Time Applications with Wild Magic
by David EberlyDave Eberly's 3D Game Engine Design was the first professional guide to the essential concepts and algorithms of real-time 3D engines and quickly became a classic of game development. Dave's new book 3D Game Engine Architecture continues the tradition with a comprehensive look at the software engineering and programming of 3D engines. This book is