Integrated Image and Graphics Technologies attempts to enhance the access points to both introductory and advanced material in this area, and to facilitate the reader with a comprehensive reference for the study of integrated technologies, systems of image and graphics conveniently and effectively. This edited volume will provide a collection of fifteen contributed chapters by experts, containing tutorial articles and new material describing in a unified way, the basic concepts, theories, characteristic features of the technology and the integration of image and graphics technologies, with recent developments and significant applications.
|Series:||The Springer International Series in Engineering and Computer Science , #762|
|Edition description:||Softcover reprint of the original 1st ed. 2004|
|Product dimensions:||6.10(w) x 9.25(h) x 0.03(d)|
Table of ContentsPreface.
1: Introduction; D. Zhang, M. Kamel, G. Baciu. 1.1. Image and Graphics Technologies. 1.2. Integrated Technologies. 1.3. Book Perspective.
2: Transforming 3D Mesh Surfaces into Images by Parameterization; Jingqi Yan, Pengfei Shi,D. Zhang. 2.1. Introduction. 2.2. Chart Parameterization. 2.3. Transforming Meshes Into Images. 2.4. Applications. 2.5. Conclusion.
3: 3D Modeling Based on Attributed Hypergraphs; Li Rong, A.K.C. Wong. 3.1. Introduction. 3.2. Attributed Hypergraph Representation (AHR). 3.3. 3D Object Modeling Using AHR and AH Operators. 3.4. Augmented Reality Using AHR. 3.5. Experiments of Modeling and Augmented Reality. 3.6. Conclusions.
4: Visibility Culling for Interactive Dynamic Scenes; G. Baciu, Ki-Wan Kwok. 4.1. Introduction. 4.2. Overview. 4.3. Ray Parameterization. 4.4. Visibility within a Vertical Directional Plane. 4.5. Visibility Culling on Static Objects. 4.6. Dynamic Scene Occlusion Culling. 4.7. Conclusion.
5: Image-Based Collision Detection; G. Baciu, Wingo Sai-Keung Wong. 5.1. Introduction. 5.2. Simulation Space. 5.3. Object Space vs. Image Space Collision Detection. 5.4. Ray Casting. 5.5. Rendering Passes. 5.6. Interference Region. 5.7. Optimal MOR's.
6: Fourier Processing in the Graphics Pipeline; E. Angel, K. Moreland. 6.1. Introduction. 6.2. Convolution. 6.3. Hardware Implementation. 6.4. The Fourier Transform. 6.5. Vertex and Fragment Programming. 6.6. Using the GPU for the FFT. 6.7. Examples. 6.8. Conclusions.
7: Transformation Image into Graphics; Zonghua Zhang, Xiang Peng, D. Zhang. 7.1. Introduction. 7.2. Overviews. 7.3. An Example System Based on Fringe Projection. 7.4. Experimental Results. 7.5. Conclusion Remarks and Future Work.
8: An Introduction to Image-Based Rendering; Heung Yeung Shum, Yin Li, Sing Bing Kang. 8.1. Introduction. 8.2. Rendering with No Geometry. 8.3. Rendering with Implicit Geometry. 8.4. Rendering with Explicit Geometry. 8.5. Trade-off between Images and Geometry. 8.6. Rendering with Layered Geometry. 8.7. Discussions.
9: Image-Based Relighting: Representation and Compression; Tien-Tsin Wong and Pheng-Ann Heng. 9.1. Introduction. 9.2. Computational Model. 9.3. Sampling. 9.4. Relighting. 9.5. Intra-Pixel Compression. 9.6. Inter-Pixel Compression. 9.7. Inter-Channel Compression. 9.8. Overall Evaluation. 9.9. Conclusions and Future Directions.
10: Construction of Complex Environments from a Set of Depth Images; Enhua Wu, Yanci Zhang, Xuehui Liu. 10.1. Introduction. 10.2. Typical Algorithms. 10.3. Framework of Hybrid Modeling.