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3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics

by David Eberly

The first edition of 3D Game Engine Design was an international bestseller that sold over 17,000 copies and became an industry standard. In the six years since that book was published, graphics hardware has evolved enormously. Hardware can now be directly controlled through techniques such as shader programming, which requires an entirely new thought process of a programmer.In a way that no other book can do, this new edition shows step by step how to make a shader-based graphics engine and how to tame this new technology. Much new material has been added, including more than twice the coverage of the essential techniques of scene graph management, as well as new methods for managing memory usage in the new generation of game consoles and portable game players. There are expanded discussions of collision detection, collision avoidance, and physics—all challenging subjects for developers. The mathematics coverage is now focused towards the end of the book to separate it from the general discussion.As with the first edition, one of the most valuable features of this book is the inclusion of Wild Magic, a commercial quality game engine in source code that illustrates how to build a real-time rendering system from the lowest-level details all the way to a working game. Wild Magic Version 4 consists of over 300,000 lines of code that allows the results of programming experiments to be seen immediately. This new version of the engine is fully shader-based, runs on Windows XP, Mac OS X, and Linux, and is only available with the purchase of the book.

3D Game Environments: Create Professional 3D Game Worlds

by Luke Ahearn

From a steamy jungle to a modern city, or even a sci-fi space station, 3D Game Environments is the ultimate resource to help you create AAA quality art for a variety of game worlds. Primarily using Photoshop and 3ds Max, students will learn to create realistic textures from photo source and a variety of techniques to portray dynamic and believable game worlds. With detailed tutorials on creating 3D models, applying 2D art to 3D models, and clear concise advice on issues of efficiency and optimization for a 3D game engine, Luke Ahearn gives you everything students need to make their own realistic game environments.

3D Game Programming for Kids: Create Interactive Worlds with JavaScript

by Chris Strom

Printed in full color.You know what's even better than playing games? Creating your own. Even if you're an absolute beginner, this book will teach you how to make your own online games with interactive examples. You'll learn programming using nothing more than a browser, and see cool, 3D results as you type. You'll learn real-world programming skills in a real programming language: JavaScript, the language of the web. You'll be amazed at what you can do as you build interactive worlds and fun games.You'll jump right in and write games and simulations while learning programming fundamentals. You'll use the ICE Code Editor, which was created especially for this book to make it easy for you to get started with JavaScript programming. With the ICE Editor, you'll see the results of your work right away. Want a red donut? You can make hundreds of them, spinning around like crazy right next to the code you just typed.You'll do hands-on coding in every chapter. You'll start by building simple animated shapes, then make your own player--who can do cartwheels! You'll learn how to build your own games from start to finish, including a monster eating fruit, a cave puzzle, and rafting on a river. You'll animate simple shapes to create a model of the solar system, and make your own website so that you can show off your games with your friends. If you just want to make games, jump to the lessons focusing on projects. To understand some of the theory better or if you need some help with functions, turn to the chapters that explain the programming concepts. We'll walk you carefully through all the math needed to bring games to life.Best of all, you get to create awesome games and say, "I made this!"

3D Game Programming for Kids: Create Interactive Worlds with JavaScript

by Chris Strom

You know what's even better than playing games? Programming your own! Make your own online games, even if you're an absolute beginner. Let your imagination come to 3D life as you learn real-world programming skills with the JavaScript programming language - the language used everywhere on the web. This new edition is completely revised, and takes advantage of new programming features to make game programming even easier to learn. Plus, new effects make your games even cooler. When you're done, you're going to be amazed at what you can create. Jump right in! Start programming cool stuff on page 1. Keep building new and different things until the very last page. This book wants you to play. Not just play games, but play with code. Play with programming. Because the best way to learn something is to have fun with it! This second edition is updated from start to finish to make it even easier to get started programming in JavaScript. Every example has been updated to make it easier, with new example games to explore and new 3D effects that make your games even more fun! Want a red donut? You can make hundreds of them, spinning around like mad. Want to create a star field? Make a hundred or a thousand stars. Make them red, green, or blue. Explosions? Fireworks? Planets? It's up to you. And, using a code editor created especially for this book, you'll program right in your web browser. You'll see the results of your work and imagination right away - right next to the code that you just typed! Along the way, you'll pick up a ton of programming knowledge, and dive in even deeper with some more advanced chapters. Whatever you want to do, this book has your back. Best of all, you get to create awesome games and say, "I made this!" What You Need: You need the latest version of the Google Chrome Web browser, available for free from https://chrome.google.com. You also need an Internet connection to access the ICE Code Editor the first time. ICE Code Editor will be loaded onto your computer, so you won't need Internet access for later projects.

3D Game Textures: Create Professional Game Art Using Photoshop

by Luke Ahearn

The new edition of 3D Game Textures: Create Professional Game Art Using Photoshop features the most up-to-date techniques that allow you to create your own unique textures, shaders, and materials. Revised to take new technology into account, it is an ideal hands-on resource for creating online worlds, simulations, web-based applications, and architectural visualization projects. Continuing the practical, no-nonsense approach of its predecessors, the fourth edition shows you how to advance your digital art skills with textures and shaders by exploring their interactions in single objects or entire scenes. It contains expanded coverage of shader nodes, and the companion website—www.lukeahearn.com/textures—has been updated to include video tutorials as well as updated sample textures, shaders, materials, actions, brushes, and all of the art from the book.

3D Geoinformation Science: The Selected Papers of the 3D GeoInfo 2014 (Lecture Notes in Geoinformation and Cartography #94)

by Martin Breunig Mulhim Al-Doori Edgar Butwilowski Paul V. Kuper Joachim Benner Karl Heinz Haefele

Nowadays 3D Geoinformation is needed for many planning and analysis tasks. For example, 3D city and infrastructure models are paving the way for complex environmental and noise analyzes. 3D geological sub-surface models are needed for reservoir exploration in the oil-, gas-, and geothermal industry. Thus 3D Geoinformation brings together researchers and practitioners from different fields such as the geo-sciences, civil engineering, 3D city modeling, 3D geological and geophysical modeling, and, last but not least, computer science. The diverse challenges of 3D Geoinformation Science concern new approaches and the development of standards for above- and under-ground 3D modeling, efficient 3D data management, visualization and analysis. Finally, the integration of different 3D approaches and data models is seen as one of the most important challenges to be solved.

3D Granny Squares: 100 Crochet Patterns for Pop-Up Granny Squares

by Caitie Moore Sharna Moore Celine Semaan

A creative new take on an old favorite—including delightful patterns for special occasions and gifts.The humble granny square gets a fresh new look in this collection of 3D granny square crochet patterns. Choose your favorite from one hundred different designs including flowers, animals, food and drink, and motifs, whether it’s a fragrant rose, a cherry pie, or a jellyfish. Each motif features a 3D element that is integral to the granny square design.There are also ten bright and beautiful projects showing you how to use the squares to make special gifts for friends and family including an animal themed baby blanket, a fruity cushion, and a decorative garland, and patterns designed for Christmas, birthdays, and other occasions.

3D Graphene: Fundamentals, Synthesis, and Emerging Applications (Carbon Nanostructures)

by Ram K. Gupta

This book provides a comprehensive overview of the synthesis, properties, and emerging applications of 3D graphene. It begins with an introduction to 3D graphene and covers the methods for synthesizing and printing 3D graphene. The book explores the characteristics of 3D graphene, including its morphology, surface area, and porosity, and the techniques used for characterizing it. Architectural and chemical aspects of 3D graphene for emerging applications are discussed, including energy storage, environmental remediation, and biosensing. The book reviews recent advancements in 3D graphene for electrochemical sensors, biosensors, and optical sensors, as well as its use in flexible sensors. It also covers the use of graphene-based materials for the remediation of hydrogen sulfide gas and the removal of inorganic pollutants and pharmaceutical residues. The book further explores the use of 3D graphene in metal-ion and metal-air batteries, flexible and wearable batteries, and high-performance supercapacitors. It also covers its use in photovoltaics, fuel cells, and as electrocatalysts and photocatalysts for water splitting. Additionally, the book discusses the use of 3D graphene in flexible electronics, capacitive de-ionization of water, and theranostic applications. Finally, the book addresses the toxicity, stability, recycling, and risk assessments of 3D graphene, providing a comprehensive understanding of the material's safety and sustainability considerations. Overall, this book is a valuable resource for researchers, engineers, and students interested in the synthesis, properties, and applications of 3D graphene.

3D Graphics Rendering Cookbook: A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan

by Viktor Latypov Sergey Kosarevsky

Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the help of useful recipesKey FeaturesLearn to integrate modern rendering techniques into a single performant 3D rendering engineLeverage Vulkan to render 3D content, use AZDO in OpenGL applications, and understand modern real-time rendering methodsImplement a physically based rendering pipeline from scratch in Vulkan and OpenGLBook DescriptionOpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs.The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications.By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks.What you will learnImprove the performance of legacy OpenGL applicationsManage a substantial amount of content in real-time 3D rendering enginesDiscover how to debug and profile graphics applicationsUnderstand how to use the Approaching Zero Driver Overhead (AZDO) philosophy in OpenGLIntegrate various rendering techniques into a single applicationFind out how to develop Vulkan applicationsImplement a physically based rendering pipeline from scratchIntegrate a physics library with your rendering engineWho this book is forThis book is for 3D graphics developers who are familiar with the mathematical fundamentals of 3D rendering and want to gain expertise in writing fast rendering engines with advanced techniques using C++ libraries and APIs. A solid understanding of C++ and basic linear algebra, as well as experience in creating custom 3D applications without using premade rendering engines is required.

3D Graphics for Game Programming

by JungHyun Han

Designed for advanced undergraduate and beginning graduate courses, 3D Graphics for Game Programming presents must-know information for success in interactive graphics. Assuming a minimal prerequisite understanding of vectors and matrices, it also provides sufficient mathematical background for game developers to combine their previous experie

3D Graphics with XNA Game Studio 4.0

by Sean James

This book is designed as a step-by-step tutorial that can be read through from beginning to end, with each chapter building on the last. Each section, however, can also be used as a reference for implementing various camera models, special effects, etc. The chapters are filled with illustrations, screenshots, and example code, and each chapter is based around the creation of one or more example projects. By the end of the first chapter you will have created the framework that is used and improved upon for the rest of the book, and by the end of the book you will have implemented dozens of special effects, camera types, lighting models and more using that framework. This book is mainly written for those who are familiar with object oriented programming and C# and who are interested in taking 3D graphics of their XNA games to the next level. This book will be useful as learning material for those who are new to graphics and for those who are looking to expand their toolset. Also, it can be used by game developers looking for an implementation guide or reference for effects or techniques they are already familiar with.

3D Histology Evaluation of Dermatologic Surgery

by Patrick Adam Helmut Breuninger

There hasn't been a book concerning "Microscopically Controlled Surgery" published and it is vital to publish a book that details all the different terms and methodology used in microscopically controlled surgery. The goal is to create a practical, concise and simple explanation of 3D-histology with workflows and detailed illustrative material for dermatologists. It is therefore designed to be a goal-oriented manual rather than an exhaustive reference work. It will provide the essential information for all working with patients undergoing this group of treatments.

3D IC and RF SiPs: Advanced Stacking And Planar Solutions For 5g Mobility (Wiley - IEEE)

by Lih-Tyng Hwang Tzyy-Sheng Jason Horng

An interdisciplinary guide to enabling technologies for 3D ICs and 5G mobility, covering packaging, design to product life and reliability assessments Features an interdisciplinary approach to the enabling technologies and hardware for 3D ICs and 5G mobility Presents statistical treatments and examples with tools that are easily accessible, such as Microsoft’s Excel and Minitab Fundamental design topics such as electromagnetic design for logic and RF/passives centric circuits are explained in detail Provides chapter-wise review questions and powerpoint slides as teaching tools

3D Image Reconstruction for CT and PET: A Practical Guide with Python (Focus Series in Medical Physics and Biomedical Engineering)

by Daniele Panetta Niccolo Camarlinghi

This is a practical guide to tomographic image reconstruction with projection data, with strong focus on Computed Tomography (CT) and Positron Emission Tomography (PET). Classic methods such as FBP, ART, SIRT, MLEM and OSEM are presented with modern and compact notation, with the main goal of guiding the reader from the comprehension of the mathematical background through a fast-route to real practice and computer implementation of the algorithms. Accompanied by example data sets, real ready-to-run Python toolsets and scripts and an overview the latest research in the field, this guide will be invaluable for graduate students and early-career researchers and scientists in medical physics and biomedical engineering who are beginners in the field of image reconstruction. A top-down guide from theory to practical implementation of PET and CT reconstruction methods, without sacrificing the rigor of mathematical background Accompanied by Python source code snippets, suggested exercises, and supplementary ready-to-run examples for readers to download from the CRC Press website Ideal for those willing to move their first steps on the real practice of image reconstruction, with modern scientific programming language and toolsets Daniele Panetta is a researcher at the Institute of Clinical Physiology of the Italian National Research Council (CNR-IFC) in Pisa. He earned his MSc degree in Physics in 2004 and specialisation diploma in Health Physics in 2008, both at the University of Pisa. From 2005 to 2007, he worked at the Department of Physics "E. Fermi" of the University of Pisa in the field of tomographic image reconstruction for small animal imaging micro-CT instrumentation. His current research at CNR-IFC has as its goal the identification of novel PET/CT imaging biomarkers for cardiovascular and metabolic diseases. In the field micro-CT imaging, his interests cover applications of three-dimensional morphometry of biosamples and scaffolds for regenerative medicine. He acts as reviewer for scientific journals in the field of Medical Imaging: Physics in Medicine and Biology, Medical Physics, Physica Medica, and others. Since 2012, he is adjunct professor in Medical Physics at the University of Pisa. Niccolò Camarlinghi is a researcher at the University of Pisa. He obtained his MSc in Physics in 2007 and his PhD in Applied Physics in 2012. He has been working in the field of Medical Physics since 2008 and his main research fields are medical image analysis and image reconstruction. He is involved in the development of clinical, pre-clinical PET and hadron therapy monitoring scanners. At the time of writing this book he was a lecturer at University of Pisa, teaching courses of life-sciences and medical physics laboratory. He regularly acts as a referee for the following journals: Medical Physics, Physics in Medicine and Biology, Transactions on Medical Imaging, Computers in Biology and Medicine, Physica Medica, EURASIP Journal on Image and Video Processing, Journal of Biomedical and Health Informatics.

3D Image Technologies, Robotics and Control Engineering: Proceedings of WCI3DT 2024 (Smart Innovation, Systems and Technologies #419)

by Lakhmi C. Jain Srikanta Patnaik Wenfeng Wang Roumiana Kountcheva

This book features a collection of high-quality, peer-reviewed research papers presented at Third 'World Conference on Intelligent and 3D Technologies' (WCI3DT 2024), held in China during May 24–26, 2024. The book provides an opportunity to researchers and academia as well as practitioners from industry to publish their ideas and recent research development work on all aspects of 3D imaging technologies and artificial intelligence, their applications and other related areas. The book presents ideas and the works of scientists, engineers, educators and students from all over the world from institutions and industries.

3D Imaging Technologies in Atherosclerosis

by Jasjit S. Suri Rikin Trivedi Luca Saba

Atherosclerosis represents the leading cause of mortality and morbidity in the world. Two of the most common, severe, diseases that may occur, acute myocardial infarction and stroke, have their pathogenesis in the atherosclerosis that may affect the coronary arteries as well as the carotid/intra-cranial vessels. Therefore, in the past there was an extensive research in identifying pre-clinical atherosclerotic diseases in order to plan the correct therapeutical approach before the pathological events occur. In the last 20 years imaging techniques and in particular Computed Tomography and Magnetic Resonance had a tremendous improvement in their potential. In the field of the Computed Tomography the introduction of the multi-detector-row technology and more recently the use of dual energy and multi-spectral imaging provides an exquisite level of anatomic detail. The MR thanks to the use of strength magnetic field and extremely advanced sequences can image human vessels very quickly while offering an outstanding contrast resolution.

3D Imaging Technologies—Multi-dimensional Signal Processing and Deep Learning: Mathematical Approaches and Applications, Volume 1 (Smart Innovation, Systems and Technologies #234)

by Lakhmi C. Jain Roumen Kountchev Junsheng Shi

This book presents high-quality research in the field of 3D imaging technology. The second edition of International Conference on 3D Imaging Technology (3DDIT-MSP&DL) continues the good traditions already established by the first 3DIT conference (IC3DIT2019) to provide a wide scientific forum for researchers, academia and practitioners to exchange newest ideas and recent achievements in all aspects of image processing and analysis, together with their contemporary applications. The conference proceedings are published in 2 volumes. The main topics of the papers comprise famous trends as: 3D image representation, 3D image technology, 3D images and graphics, and computing and 3D information technology. In these proceedings, special attention is paid at the 3D tensor image representation, the 3D content generation technologies, big data analysis, and also deep learning, artificial intelligence, the 3D image analysis and video understanding, the 3D virtual and augmented reality, and many related areas. The first volume contains papers in 3D image processing, transforms and technologies. The second volume is about computing and information technologies, computer images and graphics and related applications. The two volumes of the book cover a wide area of the aspects of the contemporary multidimensional imaging and the related future trends from data acquisition to real-world applications based on various techniques and theoretical approaches.

3D Imaging Technologies—Multidimensional Signal Processing and Deep Learning: Methods, Algorithms and Applications, Volume 2 (Smart Innovation, Systems and Technologies #236)

by Lakhmi C. Jain Roumen Kountchev Yonghang Tai

This book presents high-quality research in the field of 3D imaging technology. The second edition of International Conference on 3D Imaging Technology (3DDIT-MSP&DL) continues the good traditions already established by the first 3DIT conference (IC3DIT2019) to provide a wide scientific forum for researchers, academia and practitioners to exchange newest ideas and recent achievements in all aspects of image processing and analysis, together with their contemporary applications. The conference proceedings are published in 2 volumes. The main topics of the papers comprise famous trends as: 3D image representation, 3D image technology, 3D images and graphics, and computing and 3D information technology. In these proceedings, special attention is paid at the 3D tensor image representation, the 3D content generation technologies, big data analysis, and also deep learning, artificial intelligence, the 3D image analysis and video understanding, the 3D virtual and augmented reality, and many related areas. The first volume contains papers in 3D image processing, transforms and technologies. The second volume is about computing and information technologies, computer images and graphics and related applications. The two volumes of the book cover a wide area of the aspects of the contemporary multidimensional imaging and the related future trends from data acquisition to real-world applications based on various techniques and theoretical approaches.

3D Imaging in Endodontics: A New Era in Diagnosis and Treatment

by Mohamed Fayad Bradford R. Johnson

This book is designed to provide the reader with a full understanding of the role of cone beam computed tomography (CBCT) in helping to solve many of the most challenging problems in endodontics. It will shorten the learning curve in application of this exciting imaging technique in a variety of contexts: difficult diagnostic cases, treatment planning, evaluation of internal tooth anatomy prior to root canal therapy, nonsurgical and surgical treatments, early detection and treatment of resorptive defects, and outcomes assessment. The ability to obtain an accurate 3D representation of a tooth and the surrounding structures by means of noninvasive CBCT imaging is changing the approach to clinical decision making in endodontics. Clinicians long accustomed to working in very small, three-dimensional spaces are no longer constrained by the limitations of two-dimensional imaging. The challenges of mastering the new technology can, however, be daunting. The detailed guidance contained in this book will help endodontists to take full advantage of the important benefits offered by CBCT. ​

3D Imaging in Endodontics: A New Era in Diagnosis and Treatment

by Bradford R. Johnson Mohamed I. Fayad

This book, now in an extensively revised second edition, is designed to provide the reader with a full understanding of the role of cone beam computed tomography (CBCT) in helping to solve many of the most challenging problems in endodontics. It will shorten the learning curve in application of this exciting imaging technology in a variety of contexts: difficult diagnostic cases, treatment planning, evaluation of internal tooth anatomy prior to root canal therapy, nonsurgical and surgical treatments, early detection and treatment of resorptive defects, and outcomes assessment. The ability to obtain an accurate 3D representation of a tooth and the surrounding structures by means of noninvasive CBCT imaging is changing the approach to clinical decision making in endodontics. Clinicians long accustomed to working in very small, three-dimensional spaces are no longer constrained by the limitations of two-dimensional imaging. The challenges of mastering the new technology can, however, be daunting. The detailed guidance contained in this book will help endodontists to take full advantage of the important benefits offered by CBCT.

3D Imaging in Medicine, Second Edition

by Gabor T. Herman Jayaram K. Udupa

This book provides a quick and systematic presentation of the principles of biomedical visualization and three-dimensional (3D) imaging. Topics discussed include basic principles and algorithms, surgical planning, neurosurgery, orthopedics, prosthesis design, brain imaging, cardio-pulmonary structure analysis and the assessment of clinical efficacy. Students, scientists, researchers, and radiologists will find 3D Imaging in Medicine a valuable source of information for a variety of actual and potential clinical applications for 3-D imaging.

3D Imaging of the Environment: Mapping and Monitoring

by John Meneely

This is a comprehensive, overarching, interdisciplinary book and a valuable contribution to a unified view of visualisation, imaging, and mapping. It covers a variety of modern techniques, across an array of spatial scales, with examples of how to map, monitor, and visualise the world in which we live. The authors give detailed explanations of the techniques used to map and monitor the built and natural environment and how that data, collected from a wide range of scales and cost options, is translated into an image or visual experience. It is written in a way that successfully reaches technical, professional, and academic readers alike, particularly geographers, architects, geologists, and planners. FEATURES Includes in-depth discussion on 3D image processing and modeling Focuses on the 3D application of remote sensing, including LiDAR and digital photography acquired by UAS and terrestrial techniques Introduces a broad range of data collection techniques and visualisation methods Includes contributions from outstanding experts and interdisciplinary teams involved in earth sciences Presents an open access chapter about the EU-funded CHERISH Project, detailing the development of a toolkit for the 3D documentation and analysis of the combined coastline shared between Ireland and Wales Intended for those with a background in the technology involved with imaging and mapping, the contributions shared in this book introduce readers to new and emerging 3D imaging tools and programs.

3D Imaging, Analysis and Applications

by Nick Pears Peter Bunting Yonghuai Liu

3D Imaging, Analysis and Applications brings together core topics, both in terms of well-established fundamental techniques and the most promising recent techniques in the exciting field of 3D imaging and analysis. Many similar techniques are being used in a variety of subject areas and applications and the authors attempt to unify a range of related ideas. With contributions from high profile researchers and practitioners, the material presented is informative and authoritative and represents mainstream work and opinions within the community. Composed of three sections, the first examines 3D imaging and shape representation, the second, 3D shape analysis and processing, and the last section covers 3D imaging applications. Although 3D Imaging, Analysis and Applications is primarily a graduate text, aimed at masters-level and doctoral-level research students, much material is accessible to final-year undergraduate students. It will also serve as a reference text for professional academics, people working in commercial research and development labs and industrial practitioners.

3D Imaging, Analysis and Applications

by Nick Pears Yonghuai Liu Paul L. Rosin Patrik Huber

This textbook is designed for postgraduate studies in the field of 3D Computer Vision. It also provides a useful reference for industrial practitioners; for example, in the areas of 3D data capture, computer-aided geometric modelling and industrial quality assurance. This second edition is a significant upgrade of existing topics with novel findings. Additionally, it has new material covering consumer-grade RGB-D cameras, 3D morphable models, deep learning on 3D datasets, as well as new applications in the 3D digitization of cultural heritage and the 3D phenotyping of crops. Overall, the book covers three main areas: ● 3D imaging, including passive 3D imaging, active triangulation 3D imaging, active time-of-flight 3D imaging, consumer RGB-D cameras, and 3D data representation and visualisation; ● 3D shape analysis, including local descriptors, registration, matching, 3D morphable models, and deep learning on 3D datasets; and ● 3D applications, including 3D face recognition, cultural heritage and 3D phenotyping of plants. 3D computer vision is a rapidly advancing area in computer science. There are many real-world applications that demand high-performance 3D imaging and analysis and, as a result, many new techniques and commercial products have been developed. However, many challenges remain on how to analyse the captured data in a way that is sufficiently fast, robust and accurate for the application. Such challenges include metrology, semantic segmentation, classification and recognition. Thus, 3D imaging, analysis and their applications remain a highly-active research field that will continue to attract intensive attention from the research community with the ultimate goal of fully automating the 3D data capture, analysis and inference pipeline.

3D Imaging—Multidimensional Signal Processing and Deep Learning: 3D Images, Graphics and Information Technologies, Volume 1 (Smart Innovation, Systems and Technologies #297)

by Lakhmi C. Jain Roumen Kountchev Yonghang Tai Roumiana Kountcheva

This book gathers selected papers presented at the conference “Advances in 3D Image and Graphics Representation, Analysis, Computing and Information Technology,” one of the first initiatives devoted to the problems of 3D imaging in all contemporary scientific and application areas. The two volumes of the book cover wide area of the aspects of the contemporary multidimensional imaging and outline the related future trends from data acquisition to real-world applications based on new techniques and theoretical approaches. This volume contains papers devoted to the theoretical representation and analysis of the 3D images. The related topics included are 3D image transformation, 3D tensor image representation, 3D content generation technologies, 3D graphic information processing, VR content generation technologies, multi-dimensional image processing, dynamic and auxiliary 3D displays, VR/AR/MR device, VR camera technologies, 3D imaging technologies and applications, 3D computer vision, 3D video communications, 3D medical images processing and analysis, 3D remote sensing images and systems, deep learning for image restoration and recognition, neural networks for MD image processing, etc.

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