Consumer Depth Cameras for Computer Vision Research Topics and Appli
The 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 o
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Andrea Fossati r Juergen Gall r Helmut Grabner Xiaofeng Ren r Kurt Konolige Editors
Consumer Depth Cameras for Computer Vision Research Topics and Applications
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Editors Andrea Fossati Computer Vision Laboratory ETH Zürich Zürich, Switzerland Juergen Gall Perceiving Systems Department Max Planck Inst. for Intelligent Systems Tübingen, Germany
Xiaofeng Ren Intel Science and Technology Center Seattle, WA, USA Kurt Konolige Industrial Perception Palo Alto, CA, USA
Helmut Grabner Computer Vision Laboratory ETH Zürich Zürich, Switzerland Series Editors Prof. Sameer Singh Research School of Informatics Loughborough University Loughborough, UK
Dr. Sing Bing Kang Microsoft Research Microsoft Corporation Redmond, WA, USA
ISSN 2191-6586 ISSN 2191-6594 (electronic) Advances in Computer Vision and Pattern Recognition ISBN 978-1-4471-4639-1 ISBN 978-1-4471-4640-7 (eBook) DOI 10.1007/978-1-4471-4640-7 Springer London Heidelberg New York Dordrecht Library of Congress Control Number: 2012950032 © Springer-Verlag London 2013 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Exempted from this legal reservation are brief excerpts in connection with reviews or scholarly analysis or material supplied specifically for the purpose of being entered and executed on a computer system, for exclusive use by the purchaser of the work. Duplication of this publication or parts thereof is permitted only under the provisions of the Copyright Law of the Publisher’s location, in its current version, and permission for use must always be obtained from Springer. Permissions for use may be obtained through RightsLink at the Copyright Clearance Center. Violations are liable to prosecution under the respective Copyright Law. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein. Printed on acid-free paper Springer is part of Springer Science+Business Media (www.springer.com)
Foreword
Kinect for Xbox 360 launched worldwide in November 2010. This was a groundbreaking moment: for the first time you could control your entertain
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