Digital video: professional Books

69 products


  • Amazon Digital Services LLC - Kdp Sony A7IV User Guide for Beginners

    15 in stock

    15 in stock

    £14.14

  • Amazon Digital Services LLC - Kdp Canon Dslr EOS Rebel T7 User Guide for Beginners

    15 in stock

    15 in stock

    £21.32

  • Independently Published Mastering Midjourney

    15 in stock

    15 in stock

    £13.59

  • Adobe Creative Cloud Classroom in a Book

    Pearson Education (US) Adobe Creative Cloud Classroom in a Book

    20 in stock

    Book SynopsisJoseph Labrecque is a creative developer, designer, and educator with nearly two decades of experience creating expressive web, desktop, and mobile solutions. He joined the University of Colorado Boulder College of Media, Communication and Information as faculty with the Department of Advertising, Public Relations and Media Design in Autumn 2019. His teaching focuses on creative software, digital workflows, user interaction, and design principles and concepts. Before joining the faculty at CU Boulder, he was associated with the University of Denver as adjunct faculty and as a senior interactive software engineer, user interface developer, and digital media designer. Labrecque has authored a number of books and video course publications on design and development technologies, tools, and concepts through publishers which include LinkedIn Learning (Lynda.com), Peachpit Press, and Adobe. He has spoken at large design and technology conferences such as Adobe MAX aTable of ContentsGetting Started 1 Creative Cloud Desktop and Mobile Applications 2 Cloud-Based Photography with Lightroom 3 Raster Image Compositing with Photoshop 4 Designing Vector Graphics with Illustrator 5 Managing Page Layout with InDesign 6 Prototyping for Screens with Adobe XD 7 3d Rendering with Dimension 8 Producing Audio Content with Audition 9 Sequencing Video Content with Premiere Pro 10 Compositing Motion Graphics with After Effects 11 Animating Interactive Content with Animate Bonus Lesson 1 Fundamentals of Design with Adobe Express Bonus Lesson 2 Live Performance Capture with Character Animator

    20 in stock

    £44.09

  • Adobe After Effects Classroom in a Book 2023

    Pearson Education (US) Adobe After Effects Classroom in a Book 2023

    Book SynopsisBrie Gyncild aims to make technical information accessible to those who need it. Brie has authored The Photoshop CS5 Pocket Guide and The Photoshop Elements 8 Pocket Guide. She has also co-written The Photoshop Show Starring Russell Brown; numerous editions of the Classroom in a Book series on Photoshop, After Effects, and Acrobat; and several editions of the How to Wow series. Lisa Fridsma has long loved the process of teaching others to use Adobe product. She has written, edited, and designed more than thirty books in the Classroom in a Book series over the last decade and a half (including books on Photoshop and After Effects), going back to her time on staff at Adobe. She's currently the owner of Darlington Hill Productions (informational illustrations and publishing).Table of ContentsGetting Started Getting to Know the Workflow Creating a Basic Animation Using Effects and Presets Animating Text Working with Shape Layers Animating a Multimedia Presentation Animating Layers Working with Masks Distorting Objects with the Puppet Tools Using the Roto Brush Tool Adjusting Color and Mood Creating Motion Graphics Templates Using 3D Features Working with the 3D Camera Tracker Advanced Editing Techniques Rendering and Outputting

    £44.09

  • Minecraft Epic Inventions

    Penguin Young Readers Minecraft Epic Inventions

    1 in stock

    Book SynopsisTwelve mind-blowing Minecraft builds to spark your imagination.Epic Inventions contains twelve incredible builds to inspire you to construct the most inventive builds in Minecraft. There's an intergalactic space station, an ancient temple, a kawaii waterways course, a giant meeple bedroom, an animal sanctuary, plus many more. Each build is presented to you by its builder—a construction expert eager to share their tips with you. As well as learning how to choose blocks and construct amazing builds, you'll also learn some excellent pro builder tips like how to terraform the landscape.

    1 in stock

    £16.14

  • Adobe Premiere Pro: A Complete Course and

    Rocky Nook Adobe Premiere Pro: A Complete Course and

    5 in stock

    Book SynopsisAdobe Premiere Pro: A Complete Course and Compendium of Features is your guide to creating, editing, and enhancing videos in Adobe Premiere Pro. Whether you’re organising hours of interviews, rapidly splicing news clips before a deadline, or creating your magnum opus, Premiere Pro is the tool for you—and this book will teach you what you need to know.First, with a complete Course that includes a set of projects and lessons derived from video editor and Adobe Certified Instructor Ben Goldsmith, you will learn the procedures needed to use Premiere Pro effectively and professionally. Dozens of exercises are included that can be applied to any videos you have in mind. Through step-by-step lessons, you’ll be exposed to all of Premiere Pro’s features in practical contexts and its best practices for optimal workflows. To complete the Course, we’ll supply lesson documents and their assets to download, so you can work alongside the text.Then, for greater depth of knowledge and subsequent reference, you’ll use the Compendium to uncover more of the “how” and “why” of Premiere Pro. With each topic easy to access, you can find and explore all of Premiere Pro’s key features and concepts in depth. With cross-references between the Course and Compendium, the two parts of the book complement each other perfectly. Best of all, when the lessons in the Course are done, the Compendium will continue to serve for months and years to come.Learn step by step how to: Set up and organize a project Create a timeline and edit your video and audio Sweeten and master audio Use Premiere’s powerful multi-camera features Control graphics and titles Unlock Lumetri’s professional color-grading tools And much more!

    5 in stock

    £31.50

  • Spaces Mapped and Monstrous Digital 3D Cinema and

    Columbia University Press Spaces Mapped and Monstrous Digital 3D Cinema and

    2 in stock

    Book SynopsisSpaces Mapped and Monstrous explores the paradoxical nature of 3D cinema and its place in today's visual landscape. Considering 3D's distinctive visual qualities and its connections to wider digital culture, Nick Jones situates the production and exhibition of 3D cinema within a web of aesthetic, technological, and historical contexts.Trade ReviewThis book’s highly polished arguments situate digital 3D cinema within major debates about the role of the image in contemporary society as well as related structures of power. Jones’s historical focus and interaction with significant visual culture debates situate the unique contribution this book has to offer. -- Miriam Ross, author of 3D Cinema: Optical Illusions and Tactile ExperiencesAt once rigorously historical, inventively erudite, and highly original, Spaces Mapped and Monstrous combines digital theory, screen aesthetics, and media archaeology to persuasively argue that the digital aesthetics in 3D cinema should not be dismissed as "failed realism" or cheap gimmicks. Instead, these examples provide new spatial relations and epistemological regimes that help us better understand digital technologies more broadly. -- Julie Turnock, author of Plastic Reality: Special Effects, Technology, and the Emergence of 1970s Blockbuster AestheticsIn this expansive inquiry, Nick Jones dispels the myth that 3D is simply a variant of planar cinema. For over a century, Jones contends, 3D has been vital to a shifting understanding of what images are and how we are mobilized through them. Encompassing both its experimental anamorphic facets and its complicity in the instrumentalization of the visual field, this account is a call for us to think 3D again. -- Janet Harbord, author of Ex-centric Cinema: Giorgio Agamben and Film ArchaeologyTable of ContentsList of IllustrationsAcknowledgmentsIntroductionPart I: Contexts1. History: The Long View of 3D Film and Theory2. Visualization: From Perspective to Digital 3DPart II: Mapped Spaces3. Simulation: Dematerializing and Enframing4. Immersion: Entering the Screen5. Surveillance: Converting Image to Space, World to DataPart III: Monstrous Spaces6. Defamiliarization: Rethinking the Screen Plane7. Distortion: Unfamiliar and Unconventional Space8. Intimacy: The Boundedness of Stereoscopic MediaConclusion: Seeing in 3DNotesBibliographyIndex

    2 in stock

    £27.00

  • The H.264 Advanced Video Compression Standard

    John Wiley & Sons Inc The H.264 Advanced Video Compression Standard

    Book SynopsisH.264 Advanced Video Coding or MPEG-4 Part 10 is fundamental to a growing range of markets such as high definition broadcasting, internet video sharing, mobile video and digital surveillance. This book reflects the growing importance and implementation of H.264 video technology. Offering a detailed overview of the system, it explains the syntax, tools and features of H.264 and equips readers with practical advice on how to get the most out of the standard. Packed with clear examples and illustrations to explain H.264 technology in an accessible and practical way. Covers basic video coding concepts, video formats and visual quality. Explains how to measure and optimise the performance of H.264 and how to balance bitrate, computation and video quality. Analyses recent work on scalable and multi-view versions of H.264, case studies of H.264 codecs and new technological developments such as the popular High Profile extensions. An Table of ContentsAbout the Author. Preface. Glossary. List of figures. List of tables. 1 Chapter 1: Introduction. 1.1 A change of scene. 1.2 Driving the change. 1.3 The role of standards. 1.4 Why H.264 Advanced Video Coding is important. 1.5 About this book. 2 Chapter 2: Video Formats and Quality. 2.1 Introduction. 2.2 Natural video scenes. 2.3 Capture. 2.4 Colour spaces. 2.5 Video Formats. 2.6 Quality. 2.7 Summary. 2.8 References. 3 Chapter 3: Video Coding Concepts. 3.1 Introduction. 3.2 Video CODEC. 3.3 Prediction model. 3.4 Image model. 3.5 Entropy coder. 3.6 The hybrid DPCM/DCT video CODEC model. 3.7 Summary. 3.8 References. 4 Chapter 4: What is H.264? 4.1 Introduction. 4.2 What is H.264? 4.3 How does an H.264 codec work? 4.4 The H.264/AVC Standard. 4.5 H.264 Profiles and Levels. 4.6 The H.264 Syntax. 4.7 H.264 in practice. 4.8 Summary. 4.9 References. 5 H.264 syntax. 5.1 Introduction. 5.2 H.264 syntax. 5.3 Frames, fields and pictures. 5.4 NAL unit. 5.5 Parameter Sets 5.6 Slice Layer. 5.7 Macroblock Layer. 5.8 Summary. 5.9 References. 6 Chapter 6: H.264 Prediction. 6.1 Introduction. 6.2 Macroblock Prediction. 6.3 Intra Prediction. 6.4 Inter Prediction. 6.5 Loop filter. 6.6 Summary. 6.7 References. 7 Chapter 7: H.264 transform and coding. 7.1 Introduction. 7.2 Transform and quantization. 7.3 Block scan orders. 7.4 Coding. 7.5 Summary. 7.6 References. 8 H.264 conformance, transport and licensing. 8.1 Introduction. 8.2 Conforming to the Standard. 8.3 H.264 coding tools for transport support. 8.4 Transport of H.264 data. 8.5 Supplemental Information. 8.6 Licensing H.264/AVC. 8.7 Summary. 8.8 References. 9 Chapter 9: H.264 performance. 9.1 Introduction. 9.2 Experimenting with H.264. 9.3 Performance comparisons. 9.4 Rate control. 9.5 Mode selection. 9.6 Low complexity coding. 9.7 Summary. 9.8 References. 10 Chapter 10: Extensions and directions. 10.1 Introduction. 10.2 Scalable Video Coding. 10.3 Multiview Video Coding. 10.4 Configurable Video Coding. 10.5 Beyond H.264/AVC. 10.6 Summary. 10.7 References. Index.

    £79.16

  • Compressed Video Communications

    John Wiley & Sons Inc Compressed Video Communications

    Book SynopsisThe compression schemes applied for the storage and transmission of digital video data leave content sensitive to transmission errors, information loss and quality degradation. Recent developments in error resilience techniques allow improved quality of service of video communication over a range of network platforms. Digital video communications, supported by the Internet, ATM networks and Broadband ISDN, have undergone significant development over the past few years. Emerging applications include videoconferencing, tele-medicine and distance learning. This leading edge text addresses the problems associated with the delivery and design of video communication services. * Presents a comprehensive overview of the principles and techniques employed in the improvement of the performance of video codecs in error prone environments * Provides a performance evaluation and comparison of video coding standards, MPEG-4, H.261 and H.263 * Outlines methods of video communication oTrade Review"...offers an overview of the basic technologies and applications of digital video compression." (SciTech Book News, Vol. 26, No. 2, June 2002)Table of ContentsPreface. Acknowledgements. About the Author. Introduction. Overview of Digital Video Compression Algorithms. Flow Control in Compressed Video Communications. Error Resilience in Compressed Video Communications. Video Communications Over Mobile IP Networks. Video Transcoding for Inter-network Communications. Appendix A: Layering syntax of ITU-T H.263 Video Coding Standard. Appendix B: Description of the Video Clips on the Supplementary CD. Glossary of Terms. Index.

    £100.76

  • Mpeg4 Facial Animation

    John Wiley & Sons Inc Mpeg4 Facial Animation

    Book SynopsisThe Moving Pictures Expert Group recently produced the MPEG--4 International Standard. One of the more revolutionary parts of the new standard is the Face and Body Animation, or FBA: the specification for efficient coding of shape and animation of human faces and bodies. This book concentrates on the animation of faces.Table of ContentsList of Contributors. Author Biographies. Foreword. Preface. PART 1: BACKGROUND. The Origins of the MPEG-4 Facial Animation Standard (Igor S. Pandzic and Robert Forchheimer). PART 2: THE STANDARD. Face Animation in MPEG-4 (Jörn Ostermann). MPEG-4 Face Animation Conformance (Eric Petajan). PART 3: IMPLEMENTATIONS. MPEG-4 Facial Animation Framework for the Web and Mobile Applications (Igor S. Pandzic). The Facial Animation Engine (Fabio Lavagetto and Roberto Pockaj). Extracting MPEG-4 FAPS from Video (Jörgen Ahlberg). Real-Time Speech-Driven Face Animation (Pengyu Hong, Zhen Wen and Thomas S. Huang). Visual Text-to-Speech (Catherine Pelachaud). Emotion Recognition and Synthesis Based on MPEG-4 FAPs (Nicolas Tsapatsoulis, Amaryllis Raouzaiou, Stefanos Kollias, Roddy Cowie and Ellen Douglas-Cowie). The InterFace Software Platform for Interactive Virtual Characters (Igor S. Pandzic, Michele Cannella, Franck Davoine, Robert Forchheimer, Fabio Lavagetto, Haibo Li, Andrew Marriott, Sotiris Malassiotis, Montse Pardas, Roberto Pockaj and Gael Sannier). PART 4: APPLICATIONS. Model-based Coding: The Complete System (Haibo Li and Robert Forchheimer). A Facial Animation Case Study for HCI: The VHML-Based Mentor System (Andrew Marriott). PlayMail ? Put Words into Other People?s Mouth (Jörn Ostermann). E-Cogent: An Electronic Convincing aGENT (Jörn Ostermann). alterEGO: Video Analysis for Facial Animation (Eric Petajan). EPTAMEDIA: Virtual Guides and Other Applications (Fabio Lavagetto and Roberto Pockaj). Appendix 1: Evaluating MPEG-4 Facial Animation Players (Jörgen Ahlberg, Igor S. Pandzic and Liwen You). Appendix 2: Web Resources. Index.

    £130.45

  • Mary Ellen Bute

    John Libbey & Co Mary Ellen Bute

    1 in stock

    Book Synopsis

    1 in stock

    £22.49

  • More Than Meets the Eye

    New York University Press More Than Meets the Eye

    Book SynopsisA rare look at the role of special effects in creating fictional worlds and transmedia franchises From comic book universes crowded with soaring superheroes and shattering skyscrapers to cosmic empires set in far-off galaxies, today's fantasy blockbusters depend on visual effects. Bringing science fiction from the studio to your screen, through film, television, or video games, these special effects power our entertainment industry. More Than Meets the Eye delves into the world of fantastic media franchises to trace the ways in which special effects over the last 50 years have become central not just to transmedia storytelling but to worldbuilding, performance, and genre in contemporary blockbuster entertainment. More Than Meets the Eye maps the ways in which special effects build consistent storyworlds and transform genres while traveling from one media platform to the next. Examining high-profile franchises in which special effects have played a constitutiTrade ReviewElegantly written and extensively researched, More Than Meets the Eye makes an impressive contribution to digital and special effects studies. Bob Rehak moves beyond critical perspectives that have dominated this area of inquiry, exploring how special effects have a life of their own beyond momentary appearances in films and television programs. Studying both analog and digital effects and their continuing interface, he finds that they create vast narrative networks across media, platforms, and time, speaking to a variety of concerns in media studies from authorship and convergence culture to performance and fan labor. That he is able to bring exciting new concepts to bear on canonical media franchises like Star Wars, Star Trek, and Lord of the Rings is a testament to the provocative originality of this book. -- Barbara Klinger,author of Beyond the Multiplex: Cinema, New Technologies, and the HomeRehak has produced the kind of history that film and media studies needsrightnow, and his book displays elegance and serious intellectual chops in equal measure. Hes unafraid of theory or his predecessors, hes alert to both the big picture and nuances of form, and his scholarshipin numerous areasis thorough. More Than Meets the Eye is hugely original and a pleasure to read. -- Scott Bukatman,author of Hellboy’s World: Comics and Monsters on the Margins

    £22.79

  • Apple Pro Training Series

    Pearson Education (US) Apple Pro Training Series

    1 in stock

    Book SynopsisIn this Apple-authorized training book, director and filmmaker Michael Wohl teaches advanced skills that editing professionals need to know most Each chapter presents a complete lesson in some aspect of video editing or finishing, with hands-on projects for readers to complete as they go. Michael Wohl shows how to master advanced trimming techniques, make polished transitions, work with nested sequences, edit multi-camera projects, create fantastic effects, color-correct your video, and composite like a pro. This text also covers Soundtrack Pro, shows you how to manage your clips and media, and throughout the book he offers dozens of helpful tips on improving your editing workflowThe book's DVD offers plenty of professional footage and project files for you to use as you work your way through each book's lesson.Note: This book was written for Final Cut Pro 6, and is not intended to be used with Final Cut Pro 7. Certain lessons, including Lesson 3 Multicame

    1 in stock

    £48.39

  • Minecraft Master Builds

    Penguin Young Readers Minecraft Master Builds

    1 in stock

    Book SynopsisMarvel at Minecraft’s greatest creations and meet the builders who have taken the game to new levels.Packed with stunning illustrations, Minecraft: Master Builds showcases the creations that have taken the game to new levels, and introduces the builders behind them.  Explore all the possibilities of Minecraft, from stunning underwater sculptures to impressive space panoramas, or travel through time to visit grand medieval towns and futuristic cityscapes. Each colossal creation is shown in beautifully rendered illustrations to highlight the painstaking details that make these builds masterful. The exclusive interviews with the builders shed light on the creative forces and processes behind each build. Whether you’re marveling at the wonders that Minecraft’s greatest builders have to offer, or searching for inspiration to become one yourself, your tour begins here.

    1 in stock

    £38.00

  • Final Cut Express HD 3.5 Editing Workshop

    Taylor & Francis Ltd Final Cut Express HD 3.5 Editing Workshop

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £35.14

  • Vegas Pro 11 Editing Workshop

    Taylor & Francis Ltd Vegas Pro 11 Editing Workshop

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £52.24

  • Shadow Algorithms Data Miner

    Taylor & Francis Ltd Shadow Algorithms Data Miner

    15 in stock

    a huge range and FREE tracked UK delivery on ALL orders.

    15 in stock

    £56.99

  • VRay 5 for 3ds Max 2020

    Taylor & Francis Ltd VRay 5 for 3ds Max 2020

    15 in stock

    Book SynopsisRevitalize your architectural visualizations by bringing new levels of realism to your day and night interior scenes. This book features full-color, step-by-step tutorials to develop a firm understanding of the processes and techniques involved in creating jaw-dropping 3d visualizations for top marketing agencies.This second volume includes day and night lighting of an atrium scene using seasoned tools and techniques to deploy V-Ray 5 and 3ds Max 2020. It has never been quicker and easier to create the industry's top-of-the-range 3d marketing visuals.The book starts with an overview of the best techniques to approach clients via emails, calls, meetings, and social media. There are also key insights into the best practices of handling projects, pricing, contracts, invoices, pre-production, production, post-production, etc.The subsequent step takes users through the installation of V-Ray 5 and the process of accessing the V-Ray Material browseTable of ContentsPreface. Acknowledgments. Author. 1 Using Resource Files. 2 Creating Materials and Shaders in V-Ray 5. 3 Cameras and Lighting in V-Ray. 4 Rendering in V-Ray. 5 Tips and Tricks. 6 anima® from AXYZ design®. 7 Daylight Scene Pre-Production. 8 Scene, Camera and Lights. 9 Materials and Final Render. 10 Daylight Scene Post-Production. 11 Night Scene Pre-Production. 12 Night Scene Lighting/Rendering. 13 Night Scene Post-Production. 14 Verified Views for Planning Applications. Index.

    15 in stock

    £114.00

  • Minecraft Guide to Redstone Updated

    Random House USA Inc Minecraft Guide to Redstone Updated

    7 in stock

    Book SynopsisThis classic Minecraft game guide is now completely revamped with 100% new information for the latest version of the game! Discover all the insider tips and tricks in this definitive, fully illustrated guide to creating with redstone in Minecraft.Learn the art of redstone and become a master engineer with Minecraft: Guide to Redstone, and put theory into practice to construct intricate contraptions in Minecraft.Pick up the basics of the redstone components and their uses, discover how to make working circuits, and create incredibly complex builds using your new skills, taught by game-creator Mojang.

    7 in stock

    £12.34

  • Visual Perception Through Video Imagery

    ISTE Ltd and John Wiley & Sons Inc Visual Perception Through Video Imagery

    10 in stock

    Book SynopsisFor several decades researchers have tried to construct perception systems based on the registration data from video cameras. This work has produced various tools that have made recent advances possible in this area. Part 1 of this book deals with the problem of the calibration and auto-calibration of video captures. Part 2 is essentially concerned with the estimation of the relative object/capture position when a priori information is introduced (the CAD model of the object). Finally, Part 3 discusses the inference of density information and the shape recognition in images.Table of ContentsIntroduction 13 Part 1 17 Chapter 1. Calibration of Vision Sensors 19 Jean-Marc LAVEST and Gérard RIVES 1.1. Introduction 19 1.2. General formulation of the problem of calibration 20 1.2.1. Formulation of the problem 20 1.2.1.1. Modeling the camera and lens: pin-hole model 22 1.2.1.2. Formation of images: perspective projection 22 1.2.1.3. Changing lens/camera reference point 23 1.2.1.4. Changing of the camera/image point 24 1.2.1.5. Changing of coordinates in the image plane 24 1.2.2. General expression 25 1.2.2.1. General formulation of the problem of calibration 27 1.3. Linear approach 27 1.3.1. Principle 27 1.3.2. Notes and comments 29 1.4. Non-linear photogrammetric approach 30 1.4.1. Mathematic model 31 1.4.2. Solving the problem 34 1.4.3. Multi-image calibration 35 1.4.4. Self-calibration by bundle adjustment 36 1.4.4.1. Redefinition of the problem 36 1.4.4.2. Estimation of redundancy 37 1.4.4.3. Solution for a near scale factor 37 1.4.4.4. Initial conditions 38 1.4.5. Precision calculation 38 1.5. Results of experimentation 39 1.5.1. Bundle adjustment for a traditional lens 39 1.5.1.1. Initial and experimental conditions 39 1.5.1.2. Sequence of classic images 40 1.5.2. Specific case of fish-eye lenses 42 1.5.2.1. Traditional criterion 43 1.5.2.2. Zero distortion at r0 43 1.5.2.3. Normalization of distortion coefficients 44 1.5.2.4. Experiments 45 1.5.3. Calibration of underwater cameras 48 1.5.3.1. Theoretical notes 48 1.5.3.2. Experiments .49 1.5.3.3. The material 49 1.5.3.4. Results in air 49 1.5.3.5. Calibration in water 50 1.5.3.6. Relation between the calibration in air and in water 53 1.5.4. Calibration of zooms 55 1.5.4.1. Recalling optical properties 55 1.5.4.2. Estimate of the principal point 56 1.5.4.3. Experiments 57 1.6. Bibliography 58 Chapter 2. Self-Calibration of Video Sensors 61 Rachid DERICHE 2.1. Introduction 61 2.2. Reminder and notation 64 2.3. Huang-Faugeras constraints and Trivedi’s equations 66 2.3.1. Huang-Faugeras constraints 66 2.3.2. Trivedi’s constraints 67 2.3.3. Discussion 68 2.4. Kruppa equations 68 2.4.1. Geometric derivation of Kruppa equations 68 2.4.2. An algebraic derivation of Kruppa equations 70 2.4.3. Simplified Kruppa equations 72 2.5. Implementation 74 2.5.1. The choice of initial conditions 74 2.5.2. Optimization 75 2.6. Experimental results 76 2.6.1. Estimation of angles and length ratios from images 77 2.6.2. Experiments with synthetic data 78 2.6.3. Experiments with real data 79 2.7. Conclusion 85 2.8. Acknowledgement 87 2.9. Bibliography 87 Chapter 3. Specific Displacements for Self-calibration 91 Diane LINGRAND, François GASPARD and Thierry VIÉVILLE 3.1. Introduction: interest to resort to specific movements 91 3.2. Modeling: parametrization of specific models 93 3.2.1. Specific projection models 93 3.2.2. Specifications of internal parameters of the camera 96 3.2.3. Taking into account specific displacements 97 3.2.4. Relation with specific properties in the scene 100 3.3. Self-calibration of a camera 100 3.3.1. Usage of pure rotations or points at the horizon 103 3.3.2. Pure rotation and fixed parameters 104 3.3.3. Rotation around a fixed axis 106 3.4. Perception of depth 108 3.4.1. Usage of pure translations 108 3.4.2. Retinal movements 111 3.4.3. Variation of the focal length 114 3.5. Estimating a specific model on real data 119 3.5.1. Application of the estimation mechanism to model inference 122 3.5.2. Some experimental results 123 3.5.3. Application at the localization of a plane 125 3.5.3.1. Rotation in pitch and calibration from a plane 130 3.6. Conclusion 136 3.7. Bibliography 136 Part 2 143 Chapter 4. Localization Tools 145 Michel DHOME and Jean-Thierry LAPRESTÉ 4.1. Introduction 145 4.2. Geometric modeling of a video camera 146 4.2.1. Pinhole model 146 4.2.2. Perspective projection of a 3D point 147 4.3. Localization of a voluminous object by monocular vision 148 4.3.1. Introduction 148 4.3.2. Mappings 149 4.3.2.1. Matching of lines 149 4.3.2.2. Pairing of points 150 4.3.3. Criterion to minimize 152 4.3.4. Solving the problem using the Newton-Raphson method 153 4.3.5. Calculation of partial derivatives 154 4.3.6. Results 156 4.4. Localization of a voluminous object by multi-ocular vision 158 4.4.1. Mathematical developments 158 4.4.2. Calculation of partial derivatives 159 4.4.3. Results 159 4.5. Localization of an articulated object 161 4.5.1. Mathematical development 161 4.5.2. Calculation of partial derivatives for intrinsic parameters 163 4.5.3. Results 163 4.6. Hand-eye calibration 164 4.6.1. Introduction 164 4.6.2. Presentation of the method 164 4.6.3. Geometric constraint 166 4.6.4. Results 166 4.7. Initialization methods 168 4.7.1. Initial hypotheses 168 4.7.2. Objective 169 4.7.3. Under the hypothesis of perspective projection 170 4.7.4. Under the hypothesis of scaled orthographic projection 172 4.7.5. Development of the algorithm 173 4.7.6. Specific case of a planar object 174 4.8. Analytical calculations of localization errors 177 4.8.1. Uncertainties in the estimation of a line equation 177 4.8.2. Errors in normals 179 4.8.3. Uncertainties in final localization of polyhedral objects 181 4.8.3.1. Covariance matrix associated with the localization parameters 181 4.9. Conclusion 183 4.10. Bibliography 183 Part 3 187 Chapter 5. Reconstruction of 3D Scenes from Multiple Views 189 Long QUAN, Luce MORIN and Lionel OISEL 5.1. Introduction 189 5.2. Geometry relating to the acquisition of multiple images 189 5.2.1. Geometry of two images 189 5.2.1.1. Geometric aspect 190 5.2.1.2. Algebraic aspect 191 5.2.1.3. Properties of F 191 5.2.1.4. Estimation of the fundamental matrix 192 5.2.1.7. Optimal algorithms 193 5.2.1.8. Robust algorithms which make it possible to eliminate false pairing between a couple of points 194 5.2.2. Geometry of 3 images 195 5.2.3. Geometry beyond 3 images 199 5.3. Matching 200 5.3.1. State of the art elements 200 5.3.1.1. Correlation 201 5.3.1.2. Block-matching 202 5.3.1.3. Dynamic programming 202 5.3.1.4. Association of the optical flow and epipolar geometry 202 5.3.1.5. Energy modeling 204 5.3.2. Dense estimation algorithm based on optical flow 205 5.3.2.1. Hypothesis for the conservation of brightness 205 5.3.2.2. Energy modeling 206 5.3.2.3. Multi-resolution minimization diagram 207 5.4. 3D reconstruction 208 5.4.1. Reconstruction principle: retro-projection 209 5.4.2. Projective reconstruction 209 5.4.3. Euclidean reconstruction 212 5.4.3.1. Calibrated cameras 212 5.4.3.2. Known intrinsic parameters 212 5.4.3.3. Known metric data in the scene 213 5.5. 3D modeling 214 5.5.1. Implicit model 214 5.5.2. Point sets 216 5.5.3. Triangular mesh 216 5.5.3.1. Interactive designation of mesh vertices 217 5.5.3.2. Microfacets 217 5.5.3.3. Triangulation of the points of interest 217 5.5.3.4. Adaptive triangulation 217 5.5.3.5. Regular triangulation 219 5.6. Examples of applications 219 5.6.1. Virtual view rendering 219 5.6.2. VRML models 220 5.7. Conclusion 220 5.8. Bibliography 221 Chapter 6. 3D Reconstruction by Active Dynamic Vision 225 Éric MARCHAND and François CHAUMETTE 6.1. Introduction: active vision 225 6.2. Reconstruction of 3D primitives 227 6.2.1. Reconstruction by dynamic vision: a rapid state of the art 227 6.2.2. General principle 230 6.2.3. Some specific cases 232 6.2.3.1. Point 232 6.2.3.2. Line 233 6.2.3.3. Cylinder 235 6.2.4. 3D reconstruction by active vision 235 6.2.4.1. 3D reconstruction by active vision: state of the art 236 6.2.4.2. Optimal 3D reconstruction of a primitive 237 6.2.5. Generation of camera movements 240 6.3. Reconstruction of a complete scene 243 6.3.1. Automatic positioning of the camera for the observation of the scene 243 6.3.2. Scene reconstruction: general principle 244 6.3.3. Local focusing strategy 245 6.3.4. Completeness of reconstruction: selection of viewpoints 247 6.3.4.1. Calculation of new viewpoints 247 6.3.4.2. Optimization 250 6.4. Results 250 6.4.1. Reconstruction of 3D primitive: case of the cylinder 251 6.4.2. Perception strategies 252 6.4.2.1. Local exploration 252 6.4.2.2. Total exploration 254 6.5. Conclusion 257 6.6. Appendix: calculation of the interaction matrix 258 6.7. Bibliography 259 Part 4 263 Chapter 7. Shape Recognition in Images 265 Patrick GROS and Cordelia SCHMID 7.1. Introduction 265 7.2. State of the art 266 7.2.1. Searching images based on photometric data 266 7.2.2. Search for images based on geometric data 267 7.2.3. Recognition using a 3D geometric model 268 7.2.4. Recognition using a set of images 270 7.3. Principle of local quasi-invariants 270 7.4. Photometric approach 272 7.4.1. Key points 272 7.4.2. Differential invariants of gray levels 273 7.4.3. Comparison of descriptors with Mahalanobis distance 275 7.4.4. Voting algorithm 276 7.4.5. Semi-local constraints 277 7.4.6. Multi-dimensional indexing 278 7.4.7. Experimental results 279 7.4.8. Extensions 282 7.5. Geometric approach 284 7.5.1. Basic algorithm 284 7.5.2. Some results 285 7.5.2.1. Pairing results 285 7.5.2.2. Results of indexing and recognition 286 7.6. Indexing of images 288 7.6.1. Traditional approaches 290 7.6.2. VA-File and the Pyramid-Tree 291 7.6.3. Some results 292 7.6.3.1. Context of experiments 293 7.6.3.2. First experiment 293 7.6.3.3. Second experiment 293 7.6.3.4. Third experiment 294 7.6.4. Some prospects 294 7.7. Conclusion 295 7.8. Bibliography 296 List of Authors 301 Index 305

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