Detalles del Título
Detalles del Título

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Título Augmented reality : a practical guide / Stephen Cawood, Mark FialaLibro / Impreso - Libros
Autor(es) Cawood, Stephen (Autor)
Fiala, Mark (Autor)
Publicación Raleigh, N.C., Estados Unidos : Pragmatic Bookshelf, 2008
Descripción Física x, 311 p.: il. ; rústica
Inglés;
Series The pragmatic programmers
ISBN 9781934356036
Clasificación(es) 006.6
Materia(s) Realidad virtual; Gráficos por computador; Realidad aumentada;
Nota(s) CONTENIDO:
1 About Augmented Reality
1.1 What Is Augmented Reality?
1.2 The Origins
1.3 Magic Lens vs. Magic Mirror
1.4 Marker vs. Markerless AR
1.5 Examples of Applied AR
2 Getting AR Running
2.1 Augmented Reality Setup
2.2 More ARTag Demos
2.3 Diagnosing Issues with the AR Demos
3 Computer Graphics Basics
3.1 The Pinhole Model
3.2 Transferring 3D Points Between Coordinate Systems
3.3 Transferring Points Using Matrix Math
3.4 The Rendering Pipeline
3.5 Viewing Frustum and Clipping Planes
3.6 Scan-Line Converting Polygons
3.7 Summary of Rendering Procedure
4 Using OpenGL with Augmented Reality
4.1 About OpenGL
4.2 Basic OpenGL Demo
4.3 Compiling for Windows
4.4 Compiling for Linux
4.5 Compiling for Mac OS X
4.6 The OpenGL Template Program
4.7 Setting the Frustum
4.8 Translate Rotate Scale
4.9 The Matrix Stack
4.10 Motion Example Program
4.11 Other Graphics Primitives: Polygons and Triangle Strips
4.12 Rendering with Pointers
4.13 Rendering with Indices
4.14 The OpenGL glDrawElements Function
5 Introduction to AR Programming
5.1 AR Development Setup
5.2 A Note About Textures and OpenCV
5.3 Compiling AR Projects for Linux
5.4 Compiling ARTag Projects
5.5 Revisiting Demo Customization
5.6 Configuring Your Camera
5.7 ARTag Marker Format
6 Writing Applications for ARTag
6.1 Introduction to ARTag Applications
6.2 ARTag Functions
6.3 Using ARTag Functions
6.4 Getting the ARTag SDK
6.5 Camera Input to Your Program
6.6 Basic OpenGL Program Running with ARTag
6.7 Motion and Multiple Array Objects
6.8 Initializing and Terminating AR Applications
6.9 Detecting Markers
6.10 Setting Virtual Camera Viewpoint
6.11 Finding Marker Array Size
6.12 Mapping Between Objects
6.13 Mapping from Objects to the Image
6.14 Creating Marker Patterns
6.15 Miscellaneous Functions
6.16 Performance Issues
6.17 Scale Issues with Array Dimensions
6.18 Automatically Sizing Augmentations to Array Size
6.19 Using artag_project_between_objects
7 Model Loading and Rendering
7.1 A Textured Polyhedral Model
7.2 OBJ File Format: Sneak Peek
7.3 Reorganizing a Model for Single Indices
7.4 More About OpenGL¿s glDrawElements
7.5 The OBJ File Format
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7.6 highgui: Reading JPEG, BMP, and TGA Textures
7.7 VRML Files
7.8 Using ARTag¿s Mesh Manager
7.9 Conclusions
8 Your Own AR Game
8.1 Basic ARTag OpenGL AR Program
8.2 Add Some Walls to Make a Maze
8.3 Add a Keyboard-Controlled Tank
8.4 Multiple Tanks, Simple Animations, and the Request-Simulate Architecture
8.5 Preventing Tanks from Driving Through Walls
8.6 Add Flying Missiles
8.7 Summary
9 Enhancing Your AR Game
9.1 AI for Robot Tanks
9.2 Vision for Robot Tanks
9.3 Behavior #1: Firing a Missile
9.4 Behavior #2: Rotating to Face the Enemy
9.5 Behavior #3: Responding to Attack
9.6 Moving Tanks
9.7 Behavior #4: Moving Agents: Getting from Point A to B.
9.8 Path Planning
9.9 Behavior #6: Patrolling
9.10 Behavior #5: Helping
9.11 Complete Tank Wars
9.12 Conclusions to Tank Wars
9.13 Expanding Tank Wars
A How Does ARTag Work?
A.1 The ARTag Marker System
A.2 When to Use ARTag
A.3 Fiducial Marker Systems
A.4 Comparing Fiducial Marker Systems
A.5 ARTag Markers Using Arrays
A.6 Further Reading on ARTag
B Troubleshooting
B.1 General Issues
B.2 Webcam Issues
B.3 ARTag Issues
B.4 ARTag Development Issues
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B.5 Linux Issues
B.6 OpenCV Issues
Glossary
Index
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Disponibilidad
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010085417Biblioteca Fray Juan de Jesús Anaya Prada, O.F.M.Primer piso006.6 C383 e.1Disponible7 días
010086722Biblioteca Fray Juan de Jesús Anaya Prada, O.F.M.Primer piso006.6 C383 e.2Disponible7 días