3D Rotations

3D Rotations

Author: Kenichi Kanatani

Publisher: CRC Press

Published: 2020-08-03

Total Pages: 119

ISBN-13: 1000071650

DOWNLOAD EBOOK

3D rotation analysis is widely encountered in everyday problems thanks to the development of computers. Sensing 3D using cameras and sensors, analyzing and modeling 3D for computer vision and computer graphics, and controlling and simulating robot motion all require 3D rotation computation. This book focuses on the computational analysis of 3D rotation, rather than classical motion analysis. It regards noise as random variables and models their probability distributions. It also pursues statistically optimal computation for maximizing the expected accuracy, as is typical of nonlinear optimization. All concepts are illustrated using computer vision applications as examples. Mathematically, the set of all 3D rotations forms a group denoted by SO(3). Exploiting this group property, we obtain an optimal solution analytical or numerically, depending on the problem. Our numerical scheme, which we call the "Lie algebra method," is based on the Lie group structure of SO(3). This book also proposes computing projects for readers who want to code the theories presented in this book, describing necessary 3D simulation setting as well as providing real GPS 3D measurement data. To help readers not very familiar with abstract mathematics, a brief overview of quaternion algebra, matrix analysis, Lie groups, and Lie algebras is provided as Appendix at the end of the volume.


3D Rotations

3D Rotations

Author: Kenichi Kanatani

Publisher: CRC Press

Published: 2020-08-03

Total Pages: 171

ISBN-13: 1000070662

DOWNLOAD EBOOK

3D rotation analysis is widely encountered in everyday problems thanks to the development of computers. Sensing 3D using cameras and sensors, analyzing and modeling 3D for computer vision and computer graphics, and controlling and simulating robot motion all require 3D rotation computation. This book focuses on the computational analysis of 3D rotation, rather than classical motion analysis. It regards noise as random variables and models their probability distributions. It also pursues statistically optimal computation for maximizing the expected accuracy, as is typical of nonlinear optimization. All concepts are illustrated using computer vision applications as examples. Mathematically, the set of all 3D rotations forms a group denoted by SO(3). Exploiting this group property, we obtain an optimal solution analytical or numerically, depending on the problem. Our numerical scheme, which we call the "Lie algebra method," is based on the Lie group structure of SO(3). This book also proposes computing projects for readers who want to code the theories presented in this book, describing necessary 3D simulation setting as well as providing real GPS 3D measurement data. To help readers not very familiar with abstract mathematics, a brief overview of quaternion algebra, matrix analysis, Lie groups, and Lie algebras is provided as Appendix at the end of the volume.


3D User Interfaces

3D User Interfaces

Author: Joseph J. LaViola Jr.

Publisher: Addison-Wesley Professional

Published: 2017-04-07

Total Pages: 884

ISBN-13: 0134034465

DOWNLOAD EBOOK

The Complete, Up-To-Date Guide to Building Great 3D User Interfaces for Any Application 3D interaction is suddenly everywhere. But simply using 3D input or displays isn’t enough: 3D interfaces must be carefully designed for optimal user experience. 3D User Interfaces: Theory and Practice, Second Edition is today’s most comprehensive primary reference to building state-of-the-art 3D user interfaces and interactions. Five pioneering researchers and practitioners cover the full spectrum of emerging applications, techniques, and best practices. The authors combine theoretical foundations, analysis of leading devices, and empirically validated design guidelines. This edition adds two new chapters on human factors and general human-computer interaction—indispensable foundational knowledge for building any 3D user interface. It also demonstrates advanced concepts at work through two running case studies: a first-person VR game and a mobile augmented reality application. Coverage Includes 3D user interfaces: evolution, elements, and roadmaps Key applications: virtual and augmented reality (VR, AR), mobile/wearable devices What 3D UI designers should know about human sensory systems and cognition ergonomics How proven human-computer interaction techniques apply to 3D UIs 3D UI output hardware for visual, auditory, and haptic/ tactile systems Obtaining 3D position, orientation, and motion data for users in physical space 3D object selection and manipulation Navigation and wayfinding techniques for moving through virtual and physical spaces Changing application state with system control techniques, issuing commands, and enabling other forms of user input Strategies for choosing, developing, and evaluating 3D user interfaces Utilizing 2D, “magic,” “natural,” multimodal, and two-handed interaction The future of 3D user interfaces: open research problems and emerging technologies


3D User Interfaces

3D User Interfaces

Author: Doug Bowman

Publisher: Addison-Wesley

Published: 2004-07-26

Total Pages: 867

ISBN-13: 013339056X

DOWNLOAD EBOOK

Here’s what three pioneers in computer graphics and human-computer interaction have to say about this book: “What a tour de force—everything one would want—comprehensive, encyclopedic, and authoritative.” — Jim Foley “At last, a book on this important, emerging area. It will be an indispensable reference for the practitioner, researcher, and student interested in 3D user interfaces.” — Andy van Dam “Finally, the book we need to bridge the dream of 3D graphics with the user-centered reality of interface design. A thoughtful and practical guide for researchers and product developers. Thorough review, great examples.” — Ben Shneiderman As 3D technology becomes available for a wide range of applications, its successful deployment will require well-designed user interfaces (UIs). Specifically, software and hardware developers will need to understand the interaction principles and techniques peculiar to a 3D environment. This understanding, of course, builds on usability experience with 2D UIs. But it also involves new and unique challenges and opportunities. Discussing all relevant aspects of interaction, enhanced by instructive examples and guidelines, 3D User Interfaces comprises a single source for the latest theory and practice of 3D UIs. Many people already have seen 3D UIs in computer-aided design, radiation therapy, surgical simulation, data visualization, and virtual-reality entertainment. The next generation of computer games, mobile devices, and desktop applications also will feature 3D interaction. The authors of this book, each at the forefront of research and development in the young and dynamic field of 3D UIs, show how to produce usable 3D applications that deliver on their enormous promise. Coverage includes: The psychology and human factors of various 3D interaction tasks Different approaches for evaluating 3D UIs Results from empirical studies of 3D interaction techniques Principles for choosing appropriate input and output devices for 3D systems Details and tips on implementing common 3D interaction techniques Guidelines for selecting the most effective interaction techniques for common 3D tasks Case studies of 3D UIs in real-world applications To help you keep pace with this fast-evolving field, the book’s Web site, www.3dui.org, will offer information and links to the latest 3D UI research and applications.


A Few Steps Towards 3D Active Vision

A Few Steps Towards 3D Active Vision

Author: Thierry Vieville

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 251

ISBN-13: 3642608426

DOWNLOAD EBOOK

T. Viéville: A Few Steps Towards 3D Active Vision appears as Vol. 33 in the Springer Series in Information Sciences. A specific problem in the field of active vision is analyzed, namely how suitable is it to explicitly use 3D visual cues in a reactive visual task? The author has collected a set of studies on this subject and has used these experimental and theoretical developments to propose a synthetic view on the problem, completed by some specific experiments. With this book scientists and graduate students will have a complete set of methods, algorithms, and experiments to introduce 3D visual cues in active visual perception mechanisms, e.g. autocalibration of visual sensors on robotic heads and mobile robots. Analogies with biological visual systems provide an easy introduction to this subject.


Mobile 3D Graphics

Mobile 3D Graphics

Author: Kari Pulli

Publisher: Elsevier

Published: 2007-11-19

Total Pages: 462

ISBN-13: 0080555918

DOWNLOAD EBOOK

Graphics and game developers must learn to program for mobility. This book will teach you how. "This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come." - Lincoln Wallen, CTO, Electronic Arts, Mobile"This book is an escalator, which takes the field to new levels. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject. - Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University "This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field." - Sean Ellis, Consultant Graphics Engineer, ARM LtdThe exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline. Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players. The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G. C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book. The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing. Along the way, readers will benefit from the hundreds of included tips, tricks and caveats. - Written by experts at Nokia whose workshops at industry conferences are blockbusters - The programs used in the examples are featured in thousands of professional courses each year


Programming WPF

Programming WPF

Author: Chris Sells

Publisher: "O'Reilly Media, Inc."

Published: 2007-08-28

Total Pages: 874

ISBN-13: 0596554796

DOWNLOAD EBOOK

If you want to build applications that take full advantage of Windows Vista's new user interface capabilities, you need to learn Microsoft's Windows Presentation Foundation (WPF). This new edition, fully updated for the official release of .NET 3.0, is designed to get you up to speed on this technology quickly. By page 2, you'll be writing a simple WPF application. By the end of Chapter 1, you'll have taken a complete tour of WPF and its major elements. WPF is the new presentation framework for Windows Vista that also works with Windows XP. It's a cornucopia of new technologies, which includes a new graphics engine that supports 3-D graphics, animation, and more; an XML-based markup language, called XAML, for declaring the structure of your Windows UI; and a radical new model for controls. This second edition includes new chapters on printing, XPS, 3-D, navigation, text and documents, along with a new appendix that covers Microsoft's new WPF/E platform for delivering richer UI through standard web browsers -- much like Adobe Flash. Content from the first edition has been significantly expanded and modified. Programming WPF includes: Scores of C# and XAML examples that show you what it takes to get a WPF application up and running, from a simple "Hello, Avalon" program to a tic-tac-toe game Insightful discussions of the powerful new programming styles that WPF brings to Windows development, especially its new model for controls A color insert to better illustrate WPF support for 3-D, color, and other graphics effects A tutorial on XAML, the new HTML-like markup language for declaring Windows UI An explanation and comparison of the features that support interoperability with Windows Forms and other Windows legacy applications WPF represents the best of the control-based Windows world and the content-based web world. Programming WPF helps you bring it all together.


Rotations, Quaternions, and Double Groups

Rotations, Quaternions, and Double Groups

Author: Simon L. Altmann

Publisher: Courier Corporation

Published: 2013-04-09

Total Pages: 315

ISBN-13: 0486317730

DOWNLOAD EBOOK

This self-contained text presents a consistent description of the geometric and quaternionic treatment of rotation operators, employing methods that lead to a rigorous formulation and offering complete solutions to many illustrative problems. Geared toward upper-level undergraduates and graduate students, the book begins with chapters covering the fundamentals of symmetries, matrices, and groups, and it presents a primer on rotations and rotation matrices. Subsequent chapters explore rotations and angular momentum, tensor bases, the bilinear transformation, projective representations, and the geometry, topology, and algebra of rotations. Some familiarity with the basics of group theory is assumed, but the text assists students in developing the requisite mathematical tools as necessary.


Combinatorial Image Analysis

Combinatorial Image Analysis

Author: Petra Wiederhold

Publisher: Springer

Published: 2009-11-18

Total Pages: 437

ISBN-13: 3642102107

DOWNLOAD EBOOK

This volume constitutes the refereed proceedings of the 13th International Workshop on Combinatorial Image Analysis, IWCIA 2009, held in Playa del Carmen, Mexico, in November 2009. The 32 revised full papers and one invited paper presented were carefully reviewed and selected from 70 initial submissions. The papers are organized in topical sections on digital geometry: curves, straightness, convexity, geometric transformations, metrics, distance transforms and skeletons, segmentation, thinning, skeletonization, image representation, processing, analysis, reconstruction and recognition, digital tomography, image models based on geometry, combinatorics, arithmetics, algebra, mathematical morphology, topology and grammars, as well as digital topology and its applications to image modeling and analysis.


2D and 3D Image Analysis by Moments

2D and 3D Image Analysis by Moments

Author: Jan Flusser

Publisher: John Wiley & Sons

Published: 2016-12-19

Total Pages: 555

ISBN-13: 1119039355

DOWNLOAD EBOOK

Presents recent significant and rapid development in the field of 2D and 3D image analysis 2D and 3D Image Analysis by Moments, is a unique compendium of moment-based image analysis which includes traditional methods and also reflects the latest development of the field. The book presents a survey of 2D and 3D moment invariants with respect to similarity and affine spatial transformations and to image blurring and smoothing by various filters. The book comprehensively describes the mathematical background and theorems about the invariants but a large part is also devoted to practical usage of moments. Applications from various fields of computer vision, remote sensing, medical imaging, image retrieval, watermarking, and forensic analysis are demonstrated. Attention is also paid to efficient algorithms of moment computation. Key features: Presents a systematic overview of moment-based features used in 2D and 3D image analysis. Demonstrates invariant properties of moments with respect to various spatial and intensity transformations. Reviews and compares several orthogonal polynomials and respective moments. Describes efficient numerical algorithms for moment computation. It is a "classroom ready" textbook with a self-contained introduction to classifier design. The accompanying website contains around 300 lecture slides, Matlab codes, complete lists of the invariants, test images, and other supplementary material. 2D and 3D Image Analysis by Moments, is ideal for mathematicians, computer scientists, engineers, software developers, and Ph.D students involved in image analysis and recognition. Due to the addition of two introductory chapters on classifier design, the book may also serve as a self-contained textbook for graduate university courses on object recognition.