Preface |
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xi | |
I Fundamentals |
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1 | (32) |
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3 | (18) |
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4 | (1) |
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4 | (4) |
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5 | (2) |
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7 | (1) |
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8 | (7) |
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11 | (4) |
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15 | (1) |
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16 | (1) |
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17 | (1) |
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18 | (1) |
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19 | (2) |
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21 | (12) |
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21 | (5) |
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2.1.1 Linear Interpolation |
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22 | (1) |
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2.1.2 Bilinear Interpolation |
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23 | (3) |
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2.2 Geometric Intersections |
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26 | (3) |
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29 | (1) |
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29 | (1) |
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30 | (1) |
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31 | (2) |
II Image Based Visual Computing |
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33 | (92) |
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35 | (32) |
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35 | (6) |
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3.1.1 Response of a Linear System |
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36 | (4) |
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3.1.2 Properties of Convolution |
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40 | (1) |
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41 | (19) |
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3.2.1 All, Low, Band and High Pass Filters |
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43 | (8) |
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3.2.2 Designing New Filters |
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51 | (3) |
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3.2.3 2D Filter Separability |
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54 | (2) |
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3.2.4 Correlation and Pattern Matching |
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56 | (4) |
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3.3 Implementation Details |
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60 | (1) |
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61 | (1) |
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62 | (1) |
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63 | (1) |
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64 | (3) |
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67 | (32) |
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4.1 Discrete Fourier Transform |
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67 | (7) |
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4.1.1 Why Sine and Cosine Waves? |
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73 | (1) |
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74 | (6) |
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76 | (1) |
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4.2.2 Example Analysis of Signals |
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77 | (3) |
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4.3 Periodicity of Frequency Domain |
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80 | (1) |
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81 | (2) |
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4.5 Extension for 2D Interpretation |
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83 | (6) |
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4.5.1 Effect of Periodicity |
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85 | (1) |
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85 | (2) |
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4.5.3 Example of Aliasing |
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87 | (2) |
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89 | (3) |
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92 | (1) |
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93 | (1) |
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94 | (1) |
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95 | (4) |
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99 | (26) |
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100 | (13) |
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100 | (11) |
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5.1.2 Multi-Resolution Edge Detection |
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111 | (2) |
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113 | (3) |
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116 | (2) |
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5.3 Other Non-Linear Filters |
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118 | (2) |
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120 | (1) |
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120 | (1) |
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121 | (1) |
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122 | (3) |
III Geometric Visual Computing |
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125 | (74) |
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6 Geometric Transformations |
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127 | (30) |
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6.1 Homogeneous Coordinates |
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127 | (2) |
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6.2 Linear Transformations |
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129 | (2) |
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6.3 Euclidean and Affine Transformations |
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131 | (5) |
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131 | (1) |
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132 | (2) |
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134 | (1) |
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135 | (1) |
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136 | (1) |
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6.4 Concatenation of Transformations |
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136 | (5) |
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6.4.1 Scaling About the Center |
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137 | (1) |
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6.4.2 Rotation About an Arbitrary Axis |
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138 | (3) |
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141 | (4) |
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6.5.1 Change of Coordinate Systems |
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142 | (3) |
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6.6 Properties of Concatenation |
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145 | (1) |
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6.6.1 Global vs Local Coordinate System |
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146 | (1) |
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6.7 Projective Transformation |
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146 | (2) |
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148 | (1) |
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6.9 Non-Linear Transformations |
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149 | (2) |
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151 | (1) |
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151 | (1) |
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152 | (1) |
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153 | (4) |
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157 | (20) |
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157 | (11) |
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161 | (2) |
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7.1.2 3D Depth Estimation |
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163 | (1) |
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164 | (4) |
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7.2 Considerations in the Practical Camera |
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168 | (4) |
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172 | (1) |
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172 | (1) |
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173 | (1) |
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174 | (3) |
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177 | (22) |
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177 | (2) |
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8.2 Correspondences in Multi-View Geometry |
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179 | (3) |
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182 | (5) |
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183 | (1) |
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8.3.2 Estimating Fundamental Matrix |
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184 | (1) |
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8.3.3 Camera Setup Akin to Two Frontal Eyes |
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185 | (2) |
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187 | (1) |
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187 | (3) |
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8.6 Applying Epipolar Geometry |
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190 | (4) |
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8.6.1 Depth from Disparity |
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190 | (2) |
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8.6.2 Depth from Optical Flow |
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192 | (2) |
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194 | (1) |
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195 | (1) |
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196 | (1) |
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197 | (2) |
IV Radiometric Visual Computing |
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199 | (78) |
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201 | (22) |
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201 | (4) |
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9.1.1 Bidirectional Reflectance Distribution Function |
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203 | (2) |
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9.1.2 Light Transport Equation |
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205 | (1) |
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205 | (13) |
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9.2.1 CIE XYZ Color Space |
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208 | (3) |
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9.2.2 Perceptual Organization of CIE XYZ Space |
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211 | (5) |
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9.2.3 Perceptually Uniform Color Spaces |
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216 | (2) |
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218 | (1) |
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218 | (2) |
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220 | (1) |
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221 | (2) |
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223 | (28) |
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10.1 Modeling Additive Color Mixtures |
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224 | (11) |
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10.1.1 Color Gamut of a Device |
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226 | (4) |
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10.1.2 Tone Mapping Operator |
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230 | (1) |
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10.1.3 Intensity Resolution |
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231 | (2) |
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233 | (2) |
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235 | (3) |
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10.2.1 Gamut Transformation |
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236 | (1) |
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237 | (1) |
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10.3 Modeling Subtractive Color Mixture |
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238 | (2) |
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240 | (5) |
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10.4.1 High Dynamic Range Imaging |
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240 | (3) |
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10.4.2 Multi-Spectral Imaging |
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243 | (2) |
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245 | (1) |
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246 | (2) |
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248 | (1) |
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249 | (2) |
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11 Photometric Processing |
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251 | (26) |
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11.1 Histogram Processing |
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252 | (5) |
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11.1.1 Handling Color Images |
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255 | (2) |
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257 | (8) |
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257 | (6) |
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263 | (2) |
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265 | (7) |
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270 | (1) |
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11.3.2 Computing Illumination Directions |
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270 | (1) |
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271 | (1) |
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272 | (1) |
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272 | (2) |
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274 | (1) |
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275 | (2) |
V Visual Content Synthesis |
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277 | (92) |
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279 | (12) |
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279 | (2) |
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281 | (1) |
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282 | (3) |
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285 | (4) |
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289 | (1) |
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289 | (2) |
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13 Interactive Graphics Pipeline |
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291 | (26) |
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13.1 Geometric Transformation of Vertices |
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293 | (12) |
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13.1.1 Model Transformation |
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293 | (1) |
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13.1.2 View Transformation |
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294 | (3) |
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13.1.3 Perspective Projection Transformation |
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297 | (2) |
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13.1.4 Occlusion Resolution |
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299 | (5) |
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13.1.5 Window Coordinate Transformation |
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304 | (1) |
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13.1.6 The Final Transformation |
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305 | (1) |
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13.2 Clipping and Vertex Interpolation of Attributes |
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305 | (6) |
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13.3 Rasterization and Pixel Interpolation of Attributes |
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311 | (2) |
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313 | (1) |
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313 | (1) |
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314 | (1) |
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315 | (2) |
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14 Realism and Performance |
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317 | (40) |
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317 | (4) |
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321 | (1) |
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322 | (3) |
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325 | (7) |
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14.4.1 Texture to Object Space Mapping |
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325 | (4) |
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14.4.2 Object to Screen Space Mapping |
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329 | (1) |
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330 | (2) |
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332 | (3) |
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335 | (2) |
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337 | (2) |
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339 | (1) |
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340 | (2) |
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342 | (7) |
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342 | (3) |
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14.10.2 Spatial Subdivision |
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345 | (1) |
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346 | (3) |
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349 | (1) |
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350 | (1) |
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351 | (1) |
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352 | (5) |
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357 | (10) |
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15.1 Development of Graphics Processing Unit |
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357 | (4) |
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15.2 Development of Graphics APIs and Libraries |
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361 | (2) |
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15.3 The Modern GPU and CUDA |
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363 | (3) |
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363 | (1) |
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15.3.2 CUDA Programming Model |
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364 | (2) |
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366 | (1) |
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366 | (1) |
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367 | (1) |
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368 | (1) |
Index |
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369 | |