Camera


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Calibration and Orientation of Cameras in Computer Vision


Calibration and Orientation of Cameras in Computer Vision

Author: Armin Gruen

language: en

Publisher: Springer Science & Business Media

Release Date: 2001-06-06


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This book was conceived during the Workshop "Calibration and Orientation of Cameras in Computer Vision" at the XVIIth Congress of the ISPRS (In ternational Society of Photogrammetry and Remote Sensing), in July 1992 in Washington, D. C. The goal of this workshop was to bring photogrammetry and computer vision experts together in order to exchange ideas, concepts and approaches in camera calibration and orientation. These topics have been addressed in photogrammetry research for a long time, starting in the sec ond half of the 19th century. Over the years standard procedures have been developed and implemented, in particular for metric cameras, such that in the photogrammetric community such issues were considered as solved prob lems. With the increased use of non-metric cameras (in photogrammetry they are revealingly called "amateur" cameras), especially CCD cameras, and the exciting possibilities of acquiring long image sequences quite effortlessly and processing image data automatically, online and even in real-time, the need to take a new and fresh look at various calibration and orientation issues became obvious. Here most activities emerged through the computer vision commu nity, which was somewhat unaware as to what had already been achieved in photogrammetry. On the other hand, photogrammetrists seemed to ignore the new and interesting studies, in particular on the problems of orienta tion, that were being performed by computer vision experts.

Fundamentals of Game Design


Fundamentals of Game Design

Author: Ernest Adams

language: en

Publisher: New Riders

Release Date: 2010-04-07


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To create a great video game, you must start with a solid game design: A well-designed game is easier to build, more entertaining, and has a better chance of succeeding in the marketplace. Here to teach you the essential skills of player-centric game design is one of the industry’s leading authorities, who offers a first-hand look into the process, from initial concept to final tuning. Now in its second edition, this updated classic reference by Ernest Adams offers a complete and practical approach to game design, and includes material on concept development, gameplay design, core mechanics, user interfaces, storytelling, and balancing. In an easy-to-follow approach, Adams analyzes the specific design challenges of all the major game genres and shows you how to apply the principles of game design to each one. You’ll learn how to: Define the challenges and actions at the heart of the gameplay. Write a high-concept document, a treatment, and a full design script. Understand the essentials of user interface design and how to define a game’s look and feel. Design for a variety of input mechanisms, including the Wii controller and multi-touch iPhone. Construct a game’s core mechanics and flow of resources (money, points, ammunition, and more). Develop appealing stories, game characters, and worlds that players will want to visit, including persistent worlds. Work on design problems with engaging end-of-chapter exercises, design worksheets, and case studies. Make your game accessible to broader audiences such as children, adult women, people with disabilities, and casual players. “Ernest Adams provides encyclopedic coverage of process and design issues for every aspect of game design, expressed as practical lessons that can be immediately applied to a design in-progress. He offers the best framework I’ve seen for thinking about the relationships between core mechanics, gameplay, and player—one that I’ve found useful for both teaching and research.” — Michael Mateas, University of California at Santa Cruz, co-creator of Façade

This Book Is a Camera


This Book Is a Camera

Author: Kelli Anderson

language: en

Publisher:

Release Date: 2015-11-20


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This is a working camera that pops up from the pages of a book..The book concisely explains--and actively demonstrates--how a structure as humble as a folded piece of paper can tap into the intrinsic properties of light to produce a photograph.The book includes:- a piece of paper folded into a working 4x5" camera- a lightproof bag- 5 sheets of photo-paper "film"- development instructions (from complete DIY to "outsource it")- a foil-stamped cover- a satisfying demonstration of the connection between design & science / structures & functions