000 04141nam a22004215i 4500
001 286868
003 MX-SnUAN
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008 150903s2013 xxk| o |||| 0|eng d
020 _a9781447146407
_99781447146407
024 7 _a10.1007/9781447146407
_2doi
035 _avtls000339881
039 9 _a201509030320
_bVLOAD
_c201404300406
_dVLOAD
_y201402061011
_zstaff
040 _aMX-SnUAN
_bspa
_cMX-SnUAN
_erda
050 4 _aTA1637-1638
100 1 _aFossati, Andrea.
_eeditor.
_9315786
245 1 0 _aConsumer Depth Cameras for Computer Vision :
_bResearch Topics and Applications /
_cedited by Andrea Fossati, Juergen Gall, Helmut Grabner, Xiaofeng Ren, Kurt Konolige.
264 1 _aLondon :
_bSpringer London :
_bImprint: Springer,
_c2013.
300 _axvI, 210 páginas 109 ilustraciones, 106 ilustraciones en color.
_brecurso en línea.
336 _atexto
_btxt
_2rdacontent
337 _acomputadora
_bc
_2rdamedia
338 _arecurso en línea
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
_2rda
490 0 _aAdvances in Computer Vision and Pattern Recognition,
_x2191-6586
500 _aSpringer eBooks
505 0 _aPart I: 3D Registration and Reconstruction -- 3D with Kinect -- Real-Time RGB-D Mapping and 3-D Modeling on the GPU using the Random Ball Cover -- A Brute Force Approach to Depth Camera Odometry -- Part II: Human Body Analysis -- Key Developments in Human Pose Estimation for Kinect -- A Data-Driven Approach for Real-Time Full Body Pose Reconstruction from a Depth Camera -- Home 3D Body Scans from a Single Kinect -- Real-Time Hand Pose Estimation using Depth Sensors -- Part III: RGB-D Datasets -- A Category-Level 3D Object Dataset: Putting the Kinect to Work -- RGB-D Object Recognition: Features, Algorithms, and a Large Scale Benchmark -- RGBD-HuDaAct: A Color-Depth Video Database for Human Daily Activity Recognition.
520 _aThe launch of Microsoft’s Kinect, the first high-resolution depth-sensing camera for the consumer market, generated considerable excitement not only among computer gamers, but also within the global community of computer vision researchers. The potential of consumer depth cameras extends well beyond entertainment and gaming, to real-world commercial applications such virtual fitting rooms, training for athletes, and assistance for the elderly. This authoritative text/reference reviews the scope and impact of this rapidly growing field, describing the most promising Kinect-based research activities, discussing significant current challenges, and showcasing exciting applications. Topics and features: Presents contributions from an international selection of preeminent authorities in their fields, from both academic and corporate research Addresses the classic problem of multi-view geometry of how to correlate images from different viewpoints to simultaneously estimate camera poses and world points Examines human pose estimation using video-rate depth images for gaming, motion capture, 3D human body scans, and hand pose recognition for sign language parsing Provides a review of approaches to various recognition problems, including category and instance learning of objects, and human activity recognition With a Foreword by Dr. Jamie Shotton of Microsoft Research, Cambridge, UK This broad-ranging overview is a must-read for researchers and graduate students of computer vision and robotics wishing to learn more about the state of the art of this increasingly “hot” topic.
590 _aPara consulta fuera de la UANL se requiere clave de acceso remoto.
700 1 _aGall, Juergen.
_eeditor.
_9315787
700 1 _aGrabner, Helmut.
_eeditor.
_9315788
700 1 _aRen, Xiaofeng.
_eeditor.
_9315789
700 1 _aKonolige, Kurt.
_eeditor.
_9315790
710 2 _aSpringerLink (Servicio en línea)
_9299170
776 0 8 _iEdición impresa:
_z9781447146391
856 4 0 _uhttp://remoto.dgb.uanl.mx/login?url=http://dx.doi.org/10.1007/978-1-4471-4640-7
_zConectar a Springer E-Books (Para consulta externa se requiere previa autentificación en Biblioteca Digital UANL)
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999 _c286868
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