Multiple View Geometry in Computer Vision, 2/e (美國原版)

Richard Hartley, Andrew Zisserman

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商品描述

Description:

A basic problem in computer vision is to understand the structure of a real world scene. This book covers relevant geometric principles and how to represent objects algebraically so they can be computed and applied. Recent major developments in the theory and practice of scene reconstruction are described in detail in a unified framework. Richard Hartley and Andrew Zisserman provide comprehensive background material and explain how to apply the methods and implement the algorithms. First Edition HB (2000): 0-521-62304-9

 

Table of Contents:

1. Introduction - a tour of multiple view geometry; Part 0. The Background: Projective Geometry, Transformations and Estimation: 2. Projective geometry and transformations of 2D; 3. Projective geometry and transformations of 3D; 4. Estimation - 2D projective transforms; 5. Algorithm evaluation and error analysis; Part I. Camera Geometry and Single View Geometry: 6. Camera models; 7. Computation of the camera matrix; 8. More single view geometry; Part II. Two-View Geometry: 9. Epipolar geometry and the fundamental matrix; 10. 3D reconstruction of cameras and structure; 11. Computation of the fundamental matrix F; 12. Structure computation; 13. Scene planes and homographies; 14. Affine epipolar geometry; Part III. Three-View Geometry: 15. The trifocal tensor; 16. Computation of the trifocal tensor T; Part IV. N -View Geometry: 17. N-linearities and multiple view tensors; 18. N-view computational methods; 19. Auto-calibration; 20. Duality; 21. Chirality; 22. Degenerate configurations; Part V. Appendices: Appendix 1. Tensor notation; Appendix 2. Gaussian (normal) and chi-squared distributions; Appendix 3. Parameter estimation. Appendix 4. Matrix properties and decompositions; Appendix 5. Least-squares minimization; Appendix 6. Iterative Estimation Methods; Appendix 7. Some special plane projective transformations; Bibliography; Index.

商品描述(中文翻譯)

描述:
在計算機視覺中,一個基本的問題是理解現實世界場景的結構。本書涵蓋了相關的幾何原理以及如何代數地表示物體,以便進行計算和應用。書中詳細描述了場景重建理論和實踐的最新重大發展,並以統一的框架進行解釋。Richard Hartley和Andrew Zisserman提供了全面的背景材料,並解釋了如何應用這些方法和實現這些算法。第一版HB(2000年):0-521-62304-9

目錄:
1. 簡介 - 多視圖幾何的導覽;第0部分 背景:射影幾何、變換和估計:2. 2D射影幾何和變換;3. 3D射影幾何和變換;4. 2D射影變換的估計;5. 算法評估和誤差分析;第I部分 相機幾何和單視圖幾何:6. 相機模型;7. 相機矩陣的計算;8. 更多單視圖幾何;第II部分 雙視圖幾何:9. 极线幾何和基本矩陣;10. 相機和結構的3D重建;11. 基本矩陣F的計算;12. 結構計算;13. 場景平面和同構;14. 仿射极线幾何;第III部分 三視圖幾何:15. 三焦張量;16. 三焦張量T的計算;第IV部分 N-視圖幾何:17. N-線性和多視圖張量;18. N-視圖計算方法;19. 自動校準;20. 對偶性;21. 手性;22. 退化配置;第V部分 附錄:附錄1 張量表示法;附錄2 高斯(正態)和卡方分佈;附錄3 參數估計;附錄4 矩陣性質和分解;附錄5 最小二乘法;附錄6 迭代估計方法;附錄7 一些特殊平面射影變換;參考文獻;索引。