Academic literature on the topic '2D/3D'

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Journal articles on the topic "2D/3D"

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Гласко, Ю. В. "2D and 3D algorithms of introcontinuation." Numerical Methods and Programming (Vychislitel'nye Metody i Programmirovanie), no. 3 (September 20, 2016): 291–98. http://dx.doi.org/10.26089/nummet.v17r327.

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Рассматривается задача интропродолжения поля с целью локализации источников его аномалий. Предложены математическая модель поля (сводящаяся к задаче Дирихле, в которой в качестве границы области выступает дневная поверхность), а так же новые 2D- и 3D-алгоритмы решения указанной задачи. Алгоритмы локализации особых точек продолженного в нижнюю полуплоскость поля базируются на расчете конечно-разностных аппроксимаций полного нормированного градиента В.М. Березкина (КПНГ). Разработаны два конечно-разностных варианта интропродолжения, сокращающих (в сравнении с рядами Фурье) количество необходимой для работы алгоритма априорной информации. Представлен модельный пример работы методики в площадном (3D) варианте, позволяющий локализовать объекты по наблюденному гравитационному полю. The introcontinuation of a potential field for the localization of sources in the field's anomalies is discussed. A mathematical model of the field is proposed on the basis of the Dirichlet problem with a condition on the day surface. New 2D and 3D algorithms are developed to determine the critical points for the field continued into the lower half-plane. These algorithms are based on a finite-difference approximation of Berezkin's complete normalized gradient and on the determination of its critical points. Two versions of the finite-difference introcontinuation reduce a priori information requiring for the algorithms. A model experiment for the areal version (3D) procedure is considered to illustrate the determination of objects by the observed gravity field.
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Boriskevich, A. A., V. K. Erohovets, and V. V. Tkachenko. "3D and 2D/3D holograms model." Optical Memory and Neural Networks 21, no. 4 (October 2012): 242–48. http://dx.doi.org/10.3103/s1060992x12040030.

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De Feyter, Steven. "From 2D to 3D." Nature Chemistry 3, no. 1 (December 15, 2010): 14–15. http://dx.doi.org/10.1038/nchem.938.

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PARTIK, BERNHARD L., ALFRED STADLER, STEPHAN SCHAMP, ANKE KOLLER, MARTIN VORACEK, GERTRAUD HEINZ, and THOMAS H. HELBICH. "3D Versus 2D Ultrasound." Investigative Radiology 37, no. 9 (September 2002): 489–95. http://dx.doi.org/10.1097/00004424-200209000-00003.

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Kim, Gang Yeon, and Seong Min Son. "Realistic 3D model generation of a real product based on 2D-3D registration." Journal of the Korea Academia-Industrial cooperation Society 14, no. 11 (November 30, 2013): 5385–91. http://dx.doi.org/10.5762/kais.2013.14.11.5385.

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Caruana, Matthew, and Joseph G. Vella. "3D Facial Reconstruction from 2D Portrait Imagery." Information & Security: An International Journal 47, no. 3 (2020): 328–40. http://dx.doi.org/10.11610/isij.4724.

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Trache, Tudor, Stephan Stöbe, Adrienn Tarr, Dietrich Pfeiffer, and Andreas Hagendorff. "The agreement between 3D, standard 2D and triplane 2D speckle tracking: effects of image quality and 3D volume rate." Echo Research and Practice 1, no. 2 (November 2014): 71–83. http://dx.doi.org/10.1530/erp-14-0025.

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Comparison of 3D and 2D speckle tracking performed on standard 2D and triplane 2D datasets of normal and pathological left ventricular (LV) wall-motion patterns with a focus on the effect that 3D volume rate (3DVR), image quality and tracking artifacts have on the agreement between 2D and 3D speckle tracking. 37 patients with normal LV function and 18 patients with ischaemic wall-motion abnormalities underwent 2D and 3D echocardiography, followed by offline speckle tracking measurements. The values of 3D global, regional and segmental strain were compared with the standard 2D and triplane 2D strain values. Correlation analysis with the LV ejection fraction (LVEF) was also performed. The 3D and 2D global strain values correlated good in both normally and abnormally contracting hearts, though systematic differences between the two methods were observed. Of the 3D strain parameters, the area strain showed the best correlation with the LVEF. The numerical agreement of 3D and 2D analyses varied significantly with the volume rate and image quality of the 3D datasets. The highest correlation between 2D and 3D peak systolic strain values was found between 3D area and standard 2D longitudinal strain. Regional wall-motion abnormalities were similarly detected by 2D and 3D speckle tracking. 2DST of triplane datasets showed similar results to those of conventional 2D datasets. 2D and 3D speckle tracking similarly detect normal and pathological wall-motion patterns. Limited image quality has a significant impact on the agreement between 3D and 2D numerical strain values.
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Ballantyne, Lauren. "Comparing 2D and 3D Imaging." Journal of Visual Communication in Medicine 34, no. 3 (September 2011): 138–41. http://dx.doi.org/10.3109/17453054.2011.605057.

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Sumkin, Jules H. "Integrated 2D and 3D mammography." Lancet Oncology 14, no. 8 (July 2013): e292-e293. http://dx.doi.org/10.1016/s1470-2045(13)70223-7.

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Gough, N. R. "Moving in 2D Versus 3D." Science Signaling 3, no. 138 (September 7, 2010): ec274-ec274. http://dx.doi.org/10.1126/scisignal.3138ec274.

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Dissertations / Theses on the topic "2D/3D"

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JOHANSSON, ANNA. "3D-2D-3D." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-18108.

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The area of this work is a combination of draping and printing. It strives towards the technique that dazzles the eye with illusions of more than one dimension. As a viewer you will believe that the prints are real drapings while they are flat surfaces. Today prints in fashion are categorized as placed prints or all-over prints, and generally created as a flat surface to decorate the garments. In this work the idea is to manipulate and challenge the boundaries of print and give it life through the body shapes and in the movement. Potentially this work could be an introduction to a new way of working with prints in fashion. This work could poosibly be presented as a new technique where placed- print and all-over prints comes together- called placed all-over prints. Also, it could develop into further techniques in using two-dimensional flatness and save fabric in using photography as an option to the real three-dimensional drapings. Furthermore could it mean savings in material as a conscious choice in the process ? This investigation explores two particular kinds of techniques, - print and draping, that are merged into one expression. The aims of this work is to find new ways of using print in combination with draping in dress and explore the possibilities to find a new technique to create interesting womenswear. To unite dimensions like two-dimensional and three-dimensional as a method of finding new forms and expressions. Through experiments with striped textiles the focus is to investigate the possibilities of greater visual effects on two-dimensional prints. For a depth and to exaggerate the directions in the fabric before translating it into a flat surface the striped textile can be a tool for further design. The striped textile has the potential to help the eye to understand the directions in the print and can be used in more than one dimension and color. To explore how to create 3D effect on 2D in print design through draping in dress is the aim of this work.
Program: Modedesignutbildningen
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Duha, Vilém. "2D v 3D." Master's thesis, Vysoké učení technické v Brně. Fakulta výtvarných umění, 2009. http://www.nusl.cz/ntk/nusl-232240.

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Bozkurt, Nesli. "2d/3d Imaging Simulator." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12610147/index.pdf.

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3D modeling of real objects has an increasing importance in numerous areas. Although many methods and solutions are already proposed for 3D data acquisition, research continuing in this area is still intense. However, a crucial drawback about 3D data extraction algorithms is their testing and validation difficulty. Additionally, obtaining calibrated 2D and 3D imaging systems is troublesome due to their high effort demand for calibration and high cost. In this thesis, a 2D/3D Imaging Simulator is proposed in order to ease development and testing of 3D data interpretations of different methods and also to generate synthetic images for miscellaneous use. Furthermore, an example application on FRGC database is explained in detail.
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Holz, Christian. "3D from 2D touch." Phd thesis, Universität Potsdam, 2013. http://opus.kobv.de/ubp/volltexte/2013/6779/.

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While interaction with computers used to be dominated by mice and keyboards, new types of sensors now allow users to interact through touch, speech, or using their whole body in 3D space. These new interaction modalities are often referred to as "natural user interfaces" or "NUIs." While 2D NUIs have experienced major success on billions of mobile touch devices sold, 3D NUI systems have so far been unable to deliver a mobile form factor, mainly due to their use of cameras. The fact that cameras require a certain distance from the capture volume has prevented 3D NUI systems from reaching the flat form factor mobile users expect. In this dissertation, we address this issue by sensing 3D input using flat 2D sensors. The systems we present observe the input from 3D objects as 2D imprints upon physical contact. By sampling these imprints at very high resolutions, we obtain the objects' textures. In some cases, a texture uniquely identifies a biometric feature, such as the user's fingerprint. In other cases, an imprint stems from the user's clothing, such as when walking on multitouch floors. By analyzing from which part of the 3D object the 2D imprint results, we reconstruct the object's pose in 3D space. While our main contribution is a general approach to sensing 3D input on 2D sensors upon physical contact, we also demonstrate three applications of our approach. (1) We present high-accuracy touch devices that allow users to reliably touch targets that are a third of the size of those on current touch devices. We show that different users and 3D finger poses systematically affect touch sensing, which current devices perceive as random input noise. We introduce a model for touch that compensates for this systematic effect by deriving the 3D finger pose and the user's identity from each touch imprint. We then investigate this systematic effect in detail and explore how users conceptually touch targets. Our findings indicate that users aim by aligning visual features of their fingers with the target. We present a visual model for touch input that eliminates virtually all systematic effects on touch accuracy. (2) From each touch, we identify users biometrically by analyzing their fingerprints. Our prototype Fiberio integrates fingerprint scanning and a display into the same flat surface, solving a long-standing problem in human-computer interaction: secure authentication on touchscreens. Sensing 3D input and authenticating users upon touch allows Fiberio to implement a variety of applications that traditionally require the bulky setups of current 3D NUI systems. (3) To demonstrate the versatility of 3D reconstruction on larger touch surfaces, we present a high-resolution pressure-sensitive floor that resolves the texture of objects upon touch. Using the same principles as before, our system GravitySpace analyzes all imprints and identifies users based on their shoe soles, detects furniture, and enables accurate touch input using feet. By classifying all imprints, GravitySpace detects the users' body parts that are in contact with the floor and then reconstructs their 3D body poses using inverse kinematics. GravitySpace thus enables a range of applications for future 3D NUI systems based on a flat sensor, such as smart rooms in future homes. We conclude this dissertation by projecting into the future of mobile devices. Focusing on the mobility aspect of our work, we explore how NUI devices may one day augment users directly in the form of implanted devices.
Die Interaktion mit Computern war in den letzten vierzig Jahren stark von Tastatur und Maus geprägt. Neue Arten von Sensoren ermöglichen Computern nun, Eingaben durch Berührungs-, Sprach- oder 3D-Gestensensoren zu erkennen. Solch neuartige Formen der Interaktion werden häufig unter dem Begriff "natürliche Benutzungsschnittstellen" bzw. "NUIs" (englisch natural user interfaces) zusammengefasst. 2D-NUIs ist vor allem auf Mobilgeräten ein Durchbruch gelungen; über eine Milliarde solcher Geräte lassen sich durch Berührungseingaben bedienen. 3D-NUIs haben sich jedoch bisher nicht auf mobilen Plattformen durchsetzen können, da sie Nutzereingaben vorrangig mit Kameras aufzeichnen. Da Kameras Bilder jedoch erst ab einem gewissen Abstand auflösen können, eignen sie sich nicht als Sensor in einer mobilen Plattform. In dieser Arbeit lösen wir dieses Problem mit Hilfe von 2D-Sensoren, von deren Eingaben wir 3D-Informationen rekonstruieren. Unsere Prototypen zeichnen dabei die 2D-Abdrücke der Objekte, die den Sensor berühren, mit hoher Auflösung auf. Aus diesen Abdrücken leiten sie dann die Textur der Objekte ab. Anhand der Stelle der Objektoberfläche, die den Sensor berührt, rekonstruieren unsere Prototypen schließlich die 3D-Ausrichtung des jeweiligen Objektes. Neben unserem Hauptbeitrag der 3D-Rekonstruktion stellen wir drei Anwendungen unserer Methode vor. (1) Wir präsentieren Geräte, die Berührungseingaben dreimal genauer als existierende Geräte messen und damit Nutzern ermöglichen, dreimal kleinere Ziele zuverlässig mit dem Finger auszuwählen. Wir zeigen dabei, dass sowohl die Haltung des Fingers als auch der Benutzer selbst einen systematischen Einfluss auf die vom Sensor gemessene Position ausübt. Da existierende Geräte weder die Haltung des Fingers noch den Benutzer erkennen, nehmen sie solche Variationen als Eingabeungenauigkeit wahr. Wir stellen ein Modell für Berührungseingabe vor, das diese beiden Faktoren integriert, um damit die gemessenen Eingabepositionen zu präzisieren. Anschließend untersuchen wir, welches mentale Modell Nutzer beim Berühren kleiner Ziele mit dem Finger anwenden. Unsere Ergebnisse deuten auf ein visuelles Modell hin, demzufolge Benutzer Merkmale auf der Oberfläche ihres Fingers an einem Ziel ausrichten. Bei der Analyse von Berührungseingaben mit diesem Modell verschwinden nahezu alle zuvor von uns beobachteten systematischen Effekte. (2) Unsere Prototypen identifizieren Nutzer anhand der biometrischen Merkmale von Fingerabdrücken. Unser Prototyp Fiberio integriert dabei einen Fingerabdruckscanner und einen Bildschirm in die selbe Oberfläche und löst somit das seit Langem bestehende Problem der sicheren Authentifizierung auf Berührungsbildschirmen. Gemeinsam mit der 3D-Rekonstruktion von Eingaben ermöglicht diese Fähigkeit Fiberio, eine Reihe von Anwendungen zu implementieren, die bisher den sperrigen Aufbau aktueller 3D-NUI-Systeme voraussetzten. (3) Um die Flexibilität unserer Methode zu zeigen, implementieren wir sie auf einem großen, berührungsempfindlichen Fußboden, der Objekttexturen bei der Eingabe ebenfalls mit hoher Auflösung aufzeichnet. Ähnlich wie zuvor analysiert unser System GravitySpace diese Abdrücke, um Nutzer anhand ihrer Schuhsolen zu identifizieren, Möbelstücke auf dem Boden zu erkennen und Nutzern präzise Eingaben mittels ihrer Schuhe zu ermöglichen. Indem GravitySpace alle Abdrücke klassifiziert, erkennt das System die Körperteile der Benutzer, die sich in Kontakt mit dem Boden befinden. Aus der Anordnung dieser Kontakte schließt GravitySpace dann auf die Körperhaltungen aller Benutzer in 3D. GravitySpace hat daher das Potenzial, Anwendungen für zukünftige 3D-NUI-Systeme auf einer flachen Oberfläche zu implementieren, wie zum Beispiel in zukünftigen intelligenten Wohnungen. Wie schließen diese Arbeit mit einem Ausblick auf zukünftige interaktive Geräte. Dabei konzentrieren wir uns auf den Mobilitätsaspekt aktueller Entwicklungen und beleuchten, wie zukünftige mobile NUI-Geräte Nutzer in Form implantierter Geräte direkt unterstützen können.
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Nilsson, Morgan, and Andreas Lundmark. "2D Aesthetics with a 3D Pipeline : Achieving a 2D Aesthetic with 3D Geometry." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324678.

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This thesis evaluates and tests different methods utilized to produce a 2D aesthetic within a 3D pipeline, as in, converting 3D geometry to an aesthetic that is similar to hand-drawn classic films such as Snow White And The Seven Dwarfs. This thesis explores methods to produce both exterior and interior lines that indicate shape and form of 3D models, the conclusion from the tested methods leaves with the statement that it is unlikely the human factor will be ever entirely replaced by automated solutions, and instead a mixed approach with shader relied solutions and involvement of texturing techniques which provides artistic controls where necessary, is deemed to be the most effective way of preserving the hand-drawn 2D aesthetic within a 3D-pipeline.
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Merad, Djamel. "Reconnaissance 2D/2D et 2D/3D d'objets à partir de leurs squelettes." Evry-Val d'Essonne, 2004. http://www.theses.fr/2004EVRY0029.

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Martinez-Ortiz, Carlos A. "2D and 3D shape descriptors." Thesis, University of Exeter, 2010. http://hdl.handle.net/10036/3026.

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The field of computer vision studies the computational tools and methods required for computers to be able to process visual information, for example images and video. Shape descriptors are one of the tools commonly used in image processing applications. Shape descriptors are mathematical functions which are applied to an image and produce numerical values which are representative of a particular characteristic of the image. These numerical values can then be processed in order to provide some information about the image. For example, these values can be fed to a classifier in order to assign a class label to the image. There are a number of shape descriptors already existing in the literature for 2D and 3D images. The aim of this thesis is to develop additional shape descriptors which provide an improvement over (or an alternative to) those already existing in the literature. A large majority of the existing 2D shape descriptors use surface information to produce a measure. However, in some applications surface information is not present and only partially extracted contours are available. In such cases, boundary based shape descriptors must be used. A new boundary based shape descriptor called Linearity is introduced. This measure can be applied to open or closed curve segments. In general the availability of 3D images is comparatively smaller than that of 2D images. As a consequence, the number of existing 3D shape descriptors is also relatively smaller. However, there is an increasing interest in the development of 3D descriptors. In this thesis we present two basic 3D measures which afterwards are modified to produce a range of new shape descriptors. All of these descriptors are similar in their behaviour, however they can be combined and applied in different image processing applications such as image retrieval and classification. This simple fact is demonstrated through several examples.
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BEZERRA, HEDLENA MARIA DE ALMEIDA. "3D COLORIZING FOR 2D ANIMATION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7715@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
FINANCIADORA DE ESTUDOS E PROJETOS
Esta dissertação discute a aplicação de efeitos de colorização 3D a animações 2D produzidas pela técnica quadro-a-quadro. Utilizando algoritmos de processamento de imagens, desenhos 2D são preparados para receber técnicas de sombreamento evitando a transformação da cena para uma geometria 3D. Esta preparação se dá através da obtenção de mapas de normais que aproximam a geometria do desenho. O sombreamento é obtido através de um conjunto de técnicas de renderização foto-realistas e não-foto-realistas, que podem ser adaptadas para utilização de normais aproximadas. Visando amenizar o trabalho exaustivo de colorir cada desenho, um método baseado no relacionamento entre imagens é apresentado para colorir automaticamente cada quadro numa seqüência de desenhos. Este processo de colorização considera a necessidade de possíveis intervenções humanas para garantir a qualidade final de cada imagem da animação. Um estudo sobre aproximação de normais, técnicas de sombreamento, segmentação de imagens e rastreamento de objetos é amplamente discutido nesta dissertação.
This dissertation discusses the 3D colorization effects usage over a 2d animation, which has been produced through frame-by-frame techniques. Normal vector maps approximates the drawing geometry and provide the ability to perform shading effects by applying digital image processing algorithms, avoiding 3D geometry scene transformation. A set of photorealistic and non-photorealistic renderization techniques, which can be adapted to normal approximation usage, is proposed in the colorization process. Also, a method based on interframe dependence is presented, aiming to reduce the thoroughgoing effort of colorizing each individual frame within an animation. This colorization process considers possible human interventions to ensure image´s result quality. Finally, this dissertation provides a comprehensive study regarding several topics, such as normal approximations, shading techniques, image segmentation and object tracking.
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Martinz-Ortiz, Carlos Andres. "2D and 3D shape descriptors." Thesis, University of Exeter, 2010. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.535912.

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McCool, Christopher Steven. "Hybrid 2D and 3D face verification." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16436/.

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Face verification is a challenging pattern recognition problem. The face is a biometric that, we as humans, know can be recognised. However, the face is highly deformable and its appearance alters significantly when the pose, illumination or expression changes. These changes in appearance are most notable for texture images, or two-dimensional (2D) data. But the underlying structure of the face, or three dimensional (3D) data, is not changed by pose or illumination variations. Over the past five years methods have been investigated to combine 2D and 3D face data to improve the accuracy and robustness of face verification. Much of this research has examined the fusion of a 2D verification system and a 3D verification system, known as multi-modal classifier score fusion. These verification systems usually compare two feature vectors (two image representations), a and b, using distance or angular-based similarity measures. However, this does not provide the most complete description of the features being compared as the distances describe at best the covariance of the data, or the second order statistics (for instance Mahalanobis based measures). A more complete description would be obtained by describing the distribution of the feature vectors. However, feature distribution modelling is rarely applied to face verification because a large number of observations is required to train the models. This amount of data is usually unavailable and so this research examines two methods for overcoming this data limitation: 1. the use of holistic difference vectors of the face, and 2. by dividing the 3D face into Free-Parts. The permutations of the holistic difference vectors is formed so that more observations are obtained from a set of holistic features. On the other hand, by dividing the face into parts and considering each part separately many observations are obtained from each face image; this approach is referred to as the Free-Parts approach. The extra observations from both these techniques are used to perform holistic feature distribution modelling and Free-Parts feature distribution modelling respectively. It is shown that the feature distribution modelling of these features leads to an improved 3D face verification system and an effective 2D face verification system. Using these two feature distribution techniques classifier score fusion is then examined. This thesis also examines methods for performing classifier fusion score fusion. Classifier score fusion attempts to combine complementary information from multiple classifiers. This complementary information can be obtained in two ways: by using different algorithms (multi-algorithm fusion) to represent the same face data for instance the 2D face data or by capturing the face data with different sensors (multimodal fusion) for instance capturing 2D and 3D face data. Multi-algorithm fusion is approached as combining verification systems that use holistic features and local features (Free-Parts) and multi-modal fusion examines the combination of 2D and 3D face data using all of the investigated techniques. The results of the fusion experiments show that multi-modal fusion leads to a consistent improvement in performance. This is attributed to the fact that the data being fused is collected by two different sensors, a camera and a laser scanner. In deriving the multi-algorithm and multi-modal algorithms a consistent framework for fusion was developed. The consistent fusion framework, developed from the multi-algorithm and multimodal experiments, is used to combine multiple algorithms across multiple modalities. This fusion method, referred to as hybrid fusion, is shown to provide improved performance over either fusion system on its own. The experiments show that the final hybrid face verification system reduces the False Rejection Rate from 8:59% for the best 2D verification system and 4:48% for the best 3D verification system to 0:59% for the hybrid verification system; at a False Acceptance Rate of 0:1%.
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Books on the topic "2D/3D"

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Jytte Høy: 3D + 2D. Berlin: Revolver Publishing, 2010.

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Langmann, Benjamin. Wide Area 2D/3D Imaging. Wiesbaden: Springer Fachmedien Wiesbaden, 2014. http://dx.doi.org/10.1007/978-3-658-06457-0.

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Don, Seegmiller, ed. Mastering digital 2D and 3D art. Boston, Mass: Thomson Course Technology, 2005.

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Jones, Alun Gwyn. Recovering 3D shape from 2D images. Manchester: University of Manchester, 1995.

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Magdassi, Shlomo, and Alexander Kamyshny, eds. Nanomaterials for 2D and 3D Printing. Weinheim, Germany: Wiley-VCH Verlag GmbH & Co. KGaA, 2017. http://dx.doi.org/10.1002/9783527685790.

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Hildebrandt, Sven. Werbeerfolg von 2D- und 3D-Kinowerbung. Wiesbaden: Springer Fachmedien Wiesbaden, 2018. http://dx.doi.org/10.1007/978-3-658-20277-4.

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Prakash, Surya, and Phalguni Gupta. Ear Biometrics in 2D and 3D. Singapore: Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-287-375-0.

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Pardew, Les. Character emotion in 2d and 3d animation. Boston, MA: Thomson Course Technology, 2008.

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O'Hailey, Tina. Hybrid animation: Integrating 2D and 3D assets. Burlington, MA: Focal Press, 2010.

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1941-, Roberts Steve, ed. Character animation: 2D skills for better 3D. 2nd ed. Oxford: Focal Press, 2007.

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Book chapters on the topic "2D/3D"

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Lucas, Laurent, Céline Loscos, and Yannick Remion. "2D-3D Conversion." In 3D Video, 331–46. Hoboken, USA: John Wiley & Sons, Inc., 2013. http://dx.doi.org/10.1002/9781118761915.ch17.

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Sukhovich, A., J. H. Page, J. O. Vasseur, J. F. Robillard, N. Swinteck, and Pierre A. Deymier. "2D–3D Phononic Crystals." In Acoustic Metamaterials and Phononic Crystals, 95–157. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31232-8_4.

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Robinson, Ciarán. "2D vs 3D Sound." In Game Audio with FMOD and Unity, 45–51. New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9780429455971-6.

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Bangsow, Steffen. "2D and 3D Visualization." In Tecnomatix Plant Simulation, 563–98. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-19503-2_11.

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Bangsow, Steffen. "2D and 3D Visualization." In Tecnomatix Plant Simulation, 669–708. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-41544-0_11.

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Philipp, Markus. "Grundlagen - 2D und 3D." In Praxishandbuch Allplan 2020, 143–317. München: Carl Hanser Verlag GmbH & Co. KG, 2020. http://dx.doi.org/10.3139/9783446464216.003.

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Philipp, Markus. "Grundlagen – 2D und 3D." In Praxishandbuch Allplan 2018, 137–308. München: Carl Hanser Verlag GmbH & Co. KG, 2018. http://dx.doi.org/10.3139/9783446454439.003.

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Langmann, Benjamin. "Multiple Camera 2D/3D Tracking." In Wide Area 2D/3D Imaging, 111–23. Wiesbaden: Springer Fachmedien Wiesbaden, 2014. http://dx.doi.org/10.1007/978-3-658-06457-0_7.

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Langmann, Benjamin. "Introduction." In Wide Area 2D/3D Imaging, 1–4. Wiesbaden: Springer Fachmedien Wiesbaden, 2014. http://dx.doi.org/10.1007/978-3-658-06457-0_1.

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Langmann, Benjamin. "Depth Camera Assessment." In Wide Area 2D/3D Imaging, 5–19. Wiesbaden: Springer Fachmedien Wiesbaden, 2014. http://dx.doi.org/10.1007/978-3-658-06457-0_2.

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Conference papers on the topic "2D/3D"

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Baumgärtner, Sebastian, Achim Ebert, Matthias Deller, and Stefan Agne. "2D meets 3D." In CHI '07 extended abstracts. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1240866.1240993.

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Liu, Jing, and James Davis. "Practical 3D+2D displays." In ACM SIGGRAPH 2013 Posters. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2503385.2503438.

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Dekker, T., S. T. de Zwart, O. H. Willemsen, M. G. H. Hiddink, and W. L. IJzerman. "2D/3D switchable displays." In Integrated Optoelectronic Devices 2006, edited by Liang-Chy Chien. SPIE, 2006. http://dx.doi.org/10.1117/12.657545.

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Willemsen, Oscar H., Siebe T. de Zwart, Wilbert L. IJzerman, Martin G. H. Hiddink, and Tim Dekker. "2D/3D switchable displays." In Photonics Europe, edited by Ari Tervonen, Malgorzata Kujawinska, Wilbert IJzerman, and Herbert De Smet. SPIE, 2006. http://dx.doi.org/10.1117/12.661911.

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Kusuma, Gede Putra, Chin-Seng Chua, and Hock-Lye Toh. "Recombination of 2D and 3D Images for Multimodal 2D + 3D Face Recognition." In 2010 Fourth Pacific-Rim Symposium on Image and Video Technology (PSIVT). IEEE, 2010. http://dx.doi.org/10.1109/psivt.2010.20.

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"3D TRACKING USING 2D-3D LINE SEGMENT CORRESPONDENCE AND 2D POINT MOTION." In International Conference on Computer Vision Theory and Applications. SciTePress - Science and and Technology Publications, 2006. http://dx.doi.org/10.5220/0001365402780285.

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Zeng, Xiangyan, James Ervin Glover, Owen Hughes, and Henning Stahlberg. "3D reconstruction of 2D crystals." In the 49th Annual Southeast Regional Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2016039.2016084.

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Qian, Yue, Zhonghai Lu, and Wenhua Dou. "From 2D to 3D NoCs." In the 2009 International Conference. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1687399.1687504.

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Bora, Anand, Abrar Chapalgaonkar, Nikhil Dalshania, and Aditya Bhongle. "2D and 3D air mouse." In 2012 Ninth International Conference on Wireless and Optical Communications Networks - (WOCN). IEEE, 2012. http://dx.doi.org/10.1109/wocn.2012.6335521.

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Harman, Philip V., Julien Flack, Simon Fox, and Mark Dowley. "Rapid 2D-to-3D conversion." In Electronic Imaging 2002, edited by Andrew J. Woods, John O. Merritt, Stephen A. Benton, and Mark T. Bolas. SPIE, 2002. http://dx.doi.org/10.1117/12.468020.

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Reports on the topic "2D/3D"

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Saunders, Bonita, and Qiming Wang. From 2D to 3D:. Gaithersburg, MD: National Institute of Standards and Technology, 2000. http://dx.doi.org/10.6028/nist.ir.6555.

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Vahala, Linda. Quantum Lattice Algorithms for 2D and 3D Magnetohydrodynamics. Fort Belvoir, VA: Defense Technical Information Center, November 2007. http://dx.doi.org/10.21236/ada479244.

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Iyer, Raj. Automated 2D to 3D CAD Conversions-- Myth or Reality? Fort Belvoir, VA: Defense Technical Information Center, March 2004. http://dx.doi.org/10.21236/ada464405.

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Gilkey, A. P., and G. D. Sjaardema. GEN3D: A GENESIS database 2D to 3D transformation program. Office of Scientific and Technical Information (OSTI), March 1989. http://dx.doi.org/10.2172/6214126.

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Damerell, P. S., and J. W. Simons. 2D/3D Program work summary report, [January 1988--December 1992]. Office of Scientific and Technical Information (OSTI), June 1993. http://dx.doi.org/10.2172/7368558.

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Li, Joshua L. Efficient Design Tool for 2D and 3D NIMS Photonic Crystals. Fort Belvoir, VA: Defense Technical Information Center, January 2008. http://dx.doi.org/10.21236/ada493498.

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Sjaardema, G. D. GENSHELL: A genesis database 2D to 3D shell transformation program. Office of Scientific and Technical Information (OSTI), July 1993. http://dx.doi.org/10.2172/10177053.

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Prather, Dennis W. Optoelectronic Circuits Using 2D and 3D Self-Collimation Photonic Crystals. Fort Belvoir, VA: Defense Technical Information Center, July 2007. http://dx.doi.org/10.21236/ada477652.

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Katz, Joseph, and Charles Meneveau. Instrumentation for 2D and 3D Holographic Particle Image Velocimetry in Axial Turbomachines. Fort Belvoir, VA: Defense Technical Information Center, February 1998. http://dx.doi.org/10.21236/ada381937.

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DE CUBBER, Ine, and Jos VAN ORSHOVEN. Unstandardized terminology complicates the communication about 2D and 3D spatial data models. Cogeo@oeaw-giscience, September 2011. http://dx.doi.org/10.5242/iamg.2011.0273.

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