Visual Perception from a Computer Graphics Perspective


Book Description

This book provides an introduction to human visual perception suitable for readers studying or working in the fields of computer graphics and visualization, cognitive science, and visual neuroscience. It focuses on how computer graphics images are generated, rather than solely on the organization of the visual system itself; therefore, the text pro




Visual Perception from a Computer Graphics Perspective


Book Description

This book provides an introduction to human visual perception suitable for readers studying or working in the fields of computer graphics and visualization, cognitive science, and visual neuroscience. It focuses on how computer graphics images are generated, rather than solely on the organization of the visual system itself; therefore, the text pro




Image Statistics in Visual Computing


Book Description

To achieve the complex task of interpreting what we see, our brains rely on statistical regularities and patterns in visual data. Knowledge of these regularities can also be considerably useful in visual computing disciplines, such as computer vision, computer graphics, and image processing. The field of natural image statistics studies the regular




Computer Vision and Image Processing


Book Description

This two-volume set (CCIS 1567-1568) constitutes the refereed proceedings of the 6h International Conference on Computer Vision and Image Processing, CVIP 2021, held in Rupnagar, India, in December 2021. The 70 full papers and 20 short papers were carefully reviewed and selected from the 260 submissions. The papers present recent research on such topics as biometrics, forensics, content protection, image enhancement/super-resolution/restoration, motion and tracking, image or video retrieval, image, image/video processing for autonomous vehicles, video scene understanding, human-computer interaction, document image analysis, face, iris, emotion, sign language and gesture recognition, 3D image/video processing, action and event detection/recognition, medical image and video analysis, vision-based human GAIT analysis, remote sensing, and more.




Information Visualization


Book Description

"This is a book about what the science of perception can tell us about visualization. There is a gold mine of information about how we see to be found in more than a century of work by vision researchers. The purpose of this book is to extract from that large body of research literature those design principles that apply to displaying information effectively"--




Fundamentals of Computer Graphics


Book Description

Drawing on an impressive roster of experts in the field, Fundamentals of Computer Graphics, Fourth Edition offers an ideal resource for computer course curricula as well as a user-friendly personal or professional reference. Focusing on geometric intuition, the book gives the necessary information for understanding how images get onto the screen by using the complementary approaches of ray tracing and rasterization. It covers topics common to an introductory course, such as sampling theory, texture mapping, spatial data structure, and splines. It also includes a number of contributed chapters from authors known for their expertise and clear way of explaining concepts. Highlights of the Fourth Edition Include: Updated coverage of existing topics Major updates and improvements to several chapters, including texture mapping, graphics hardware, signal processing, and data structures A text now printed entirely in four-color to enhance illustrative figures of concepts The fourth edition of Fundamentals of Computer Graphics continues to provide an outstanding and comprehensive introduction to basic computer graphic technology and theory. It retains an informal and intuitive style while improving precision, consistency, and completeness of material, allowing aspiring and experienced graphics programmers to better understand and apply foundational principles to the development of efficient code in creating film, game, or web designs. Key Features Provides a thorough treatment of basic and advanced topics in current graphics algorithms Explains core principles intuitively, with numerous examples and pseudo-code Gives updated coverage of the graphics pipeline, signal processing, texture mapping, graphics hardware, reflection models, and curves and surfaces Uses color images to give more illustrative power to concepts




Encyclopedia of Perception


Book Description

The field of perception is devoted to explaining the operation of the senses and the experiences and behaviors resulting from stimulation of the senses. Perceptual processes such as recognizing faces, seeing color, hearing music, and feeling pain represent the actions of complex mechanisms, yet we usually do them easily. The Encyclopedia of Perception presents a comprehensive overview of the field of perception through authoritative essays written by leading researchers and theoreticians in psychology, the cognitive sciences, neuroscience, and medical disciplines. It presents two parallel and interacting approaches: the psychophysical, or determining the relationship between stimuli in the environment and perception, and the physiological, or locating the biological systems responsible for perception. Are there any processes not associated with perception? Surely there are, but the pervasiveness of perception is truly impressive, and the phenomena of perception and its mechanisms are what this encyclopedia is about. Key Features Contains 16 pages of color illustration and photography to accompany the entries Offers a varied and broad list of topics, including basic research as well as methodologies, theoretical approaches, and real-world applications of perceptual research Emphasizes human perception but includes ample research because of its importance in its own right and because of what this research tells us about human perception Written by recognized experts from many disciplines but for an audience with no previous background in perception—students and members of the general public alike Key Themes Action Attention Audition Chemical Senses Cognition and Perception Computers and Perception Consciousness Disorders of Perception Illusory Perceptions Individual Differences (Human) and Comparative (Across Species; Not Including Ageing, Disorders, and Perceptual Development) Methods Perceptual Development/Experience Philosophical Approaches Physiological Processes Sense Interaction Skin and Body Senses Theoretical Approaches Visual Perception




Virtual and Augmented Reality (VR/AR)


Book Description

This comprehensive textbook offers a scientifically sound and at the same time practical introduction to Virtual and Augmented Reality (VR/AR). Readers will gain the theoretical foundation needed to design, implement or enhance VR/AR systems, evaluate and improve user interfaces and applications using VR/AR methods, assess and enrich user experiences, and develop a deeper understanding of how to apply VR/AR techniques. Whether utilizing the book for a principal course of study or reference reading, students of computer science, education, media, natural sciences, engineering and other subject areas can benefit from its in-depth content and vivid explanation. The modular structure allows selective sequencing of topics to the requirements of each teaching unit and provides an easy-to-use format from which to choose specific themes for individual self-study. Instructors are provided with extensive materials for creating courses as well as a foundational text upon which to build their advanced topics. The book enables users from both research and industry to deal with the subject in detail so they can properly assess the extent and benefits of VR/AR deployment and determine required resources. Technology enthusiasts and professionals can learn about the current status quo in the field of VR/AR and interested newcomers can gain insight into this fascinating world. Grounded on a solid scientific foundation, this textbook, addresses topics such as perceptual aspects of VR/AR, input and output devices including tracking, interactions in virtual worlds, real-time aspects of VR/AR systems and the authoring of VR/AR applications in addition to providing a broad collection of case studies.




Vision


Book Description

At the fascinating frontiers of neurobiology, mathematics and psychophysics, this book addresses the problem of human and computer vision on the basis of cognitive modeling. After recalling the physics of light and its transformation through media and optics, Hrault presents the principles of the primate's visual system in terms of anatomy and functionality. Then, the neuronal circuitry of the retina is analyzed in terms of spatio?temporal filtering. This basic model is extended to the concept of neuromorphic circuits for motion processing and to the processing of color in the retina. For more in-depth studies, the adaptive non-linear properties of the photoreceptors and of ganglion cells are addressed, exhibiting all the power of the retinal pre-processing of images as a system of information cleaning suitable for further cortical processing. As a target of retinal information, the primary visual area is presented as a bank of filters able to extract valuable descriptors of images, suitable for categorization and recognition and also for local information extraction such as saliency and perspective. All along the book, many comparisons between the models and human perception are discussed as well as detailed applications to computer vision.




Multimedia


Book Description

This volume is a record of the first Eurographics Workshop on Multimedia, held at the department of Numerical Analysis and Computing Science (NADA), Royal Institute of Technology, Stockholm, April 18-19, 1991. Eurographics is the European Association for Computer Graphics. It is a non-profit organization, one of whose activities is organizing workshops to provide an interface between academic and industrial research in the field of computer graphics. The idea of holding a Eurographics workshop on multimedia was put forward at the Eurographics conference in 1989. Following the success of this first workshop, a second workshop has been announced, to take place in Darmstadt, May 4-6, 1992. The Stockholm workshop met with great interest and many good contributions were received by the program committee. There were approximately 40 participants and 23 presentations were given - so many indeed that one might characterize the workshop as a working conference - and there were many discussions focusing on the presentations. The presentations dealt with a range of topics, including the clarification of ideas about the different concepts in multimedia, object-oriented methods for multimedia, multimedia from psychological perspectives, synchronization problems in multimedia, cooperative work using multimedia, and building multimedia interfaces. The presentations were the focus for numerous discussions. There was also a small exhibition of four different multimedia systems, representing the spectrum from research prototypes to commercial products.