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Visual Computing: Geometry, Graphics, and Vision

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From the Foreword by Professor Leonidas J. Guibas "Geometry, graphics, and vision all deal in some form with the shape of objects, their motions, as well as the transport of light and its interactions with objects. This book clearly shows how much they have in common and the kinds of synergies that occur when a common core of material is presented in a way that both serves and is enriched by all three disciplines. This book truly establishes bridges where they make the most impact: early on in a student's ...
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Overview


From the Foreword by Professor Leonidas J. Guibas "Geometry, graphics, and vision all deal in some form with the shape of objects, their motions, as well as the transport of light and its interactions with objects. This book clearly shows how much they have in common and the kinds of synergies that occur when a common core of material is presented in a way that both serves and is enriched by all three disciplines. This book truly establishes bridges where they make the most impact: early on in a student's education. The book can also benefit graduate students and researchers across all parts of computer science that deal with modeling or interacting with the physical world. The material is methodically organized, the exposition is rigorous yet well-motivated with plenty of instructive examples." Visual Computing: Geometry, Graphics, and Vision is a concise introduction to common notions, methodologies, data structures, and algorithmic techniques arising in the mature fields of computer graphics, vision, and computational geometry. The central goal of the book is to provide a global and unified view of the rich interdisciplinary visual computing field. The book is written for undergraduate students and game development and graphics professionals. Lecturers in computer graphics and vision will also find it complementary and valuable. The book aims at broadening and fostering readers' knowledge of essential 3D techniques by providing a sizeable overall picture and describing essential concepts. Throughout the book, appropriate real world applications are covered to illustrate uses and generate interest in adjacent fields. The book also provides concise C++ code for common tasks that will be of interest to a broad audience of practitioners.
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Product Details

  • ISBN-13: 9781584504276
  • Publisher: Cengage Learning
  • Publication date: 8/2/2005
  • Series: Charles River Media Graphics Ser.
  • Pages: 500
  • Product dimensions: 7.66 (w) x 9.48 (h) x 1.41 (d)

Meet the Author


Frank Nielsen (Japan) is a technical director and researcher at Sony Computer Science Laboratories Inc., and has written extensively on graphic design and programming in several journals including Transactions on Graphics, Computational Geometry: Theory and Applications, Transactions on Pattern Analysis, and Machine Intelligence. His writings have also appeared in numerous conference papers. Nielsen has also taught in France at ESSI and ISIA (Ecole des Mines de Paris). He holds a Ph.D. degree in Computer Science from the University of Nice (France).
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Table of Contents


Chapter 1 Introduction 1.1. What Is Visual Computing? 1.2. Target Audience 1.3. Organization of the Book 1.4. Future of Visual Computing 1.5. Companion Web Site Chapter 2 Abstract Data Structures 2.1. Pointers, Arrays, Lists, and Graphs 2.2. Stacks and Queues 2.3. Dictionaries 2.4. Priority Queues 2.5. Disjoint Sets 2.6. Geometric Hashing 2.7. C++ Standard Template Library and Traits Classes 2.8. Bibliographical Notes Chapter 3 Coordinate Pipelines 3.1. Transformation Principles 3.2. Geometry Pipeline 3.3. Graphics Pipeline 3.4. Vision Pipelines 3.5. Advanced Coordinate Pipelines 3.6. Summary and Perspectives 3.7. Bibliographical Notes Chapter 4 Images 4.1. Application: Warping and Morphing Images 4.2. Interpolations 4.3. Colors 4.4. Halftoning and Dithering 4.5. High-dynamic Range Imaging 4.6. Image Pyramids 4.7. Bibliographical Notes Chapter 5 Meshes 5.1. Prelude to Meshes 5.2. Basic Mesh Descriptions 5.3. Data Structures for Meshes 5.4. Operations on Meshes 5.5. Geometry Images 5.6. Alternative to Meshes 5.7. Bibliographical Notes Chapter 6 Animation 6.1. Kinetic Data Structures 6.2. Motion Capture 6.3. Computer Graphics Animation 6.4. Bibliographical Notes Chapter 7 Randomization 7.1. Randomized Analysis of QuickSort 7.2. Random Sample Consensus 7.3. Monte Carlo Samplings 7.4. Randomizing Incremental Algorithms 7.5. Randomized Incremental Optimization 7.6. Skip Lists 7.7. Bibliographical Notes Chapter 8 Higher Dimensions for "3D" 8.1. Nearest Neighbors 8.2. Clustering 8.3. Mathematical Techniques 8.4. Bibliographical Notes Chapter 9 Robustness 9.1. Identifying Code Weaknesses and Defining Robustness 9.2. IEEE 9.3. Filtering Predicates 9.4. Predicate Degrees 9.5. Overview of Libraries 9.6. Bibliographical Notes
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Foreword

Geometry, graphics, and vision all deal in some form with the shape of objects, their motions, as well as the transport of light and its interactions with objects.... This book clearly shows how much they have in common and the kinds of synergies that occur when a common core of material is presented in a way that both serves and is enriched by all three disciplines.... This book truly establishes bridges where they make the most impact: early on in a student’s education.... The book can also benefit graduate students and researchers across all parts of computer science that deal with modeling or interacting with the physical world. The material is methodically organized, the exposition is rigorous yet well-motivated with plenty of instructive examples.
Read More Show Less

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