Scale spaceScale-space theory is a framework for multi-scale signal representation developed by the computer vision, and signal processing communities with complementary motivations from physics and biological vision. It is a formal theory for handling image structures at different scales, by representing an image as a one-parameter family of smoothed images, the scale-space representation, parametrized by the size of the smoothing kernel used for suppressing fine-scale structures.
Image registrationImage registration is the process of transforming different sets of data into one coordinate system. Data may be multiple photographs, data from different sensors, times, depths, or viewpoints. It is used in computer vision, medical imaging, military automatic target recognition, and compiling and analyzing images and data from satellites. Registration is necessary in order to be able to compare or integrate the data obtained from these different measurements.
Facial motion captureFacial motion capture is the process of electronically converting the movements of a person's face into a digital database using cameras or laser scanners. This database may then be used to produce computer graphics (CG), computer animation for movies, games, or real-time avatars. Because the motion of CG characters is derived from the movements of real people, it results in a more realistic and nuanced computer character animation than if the animation were created manually.
Coefficient of variationIn probability theory and statistics, the coefficient of variation (COV), also known as Normalized Root-Mean-Square Deviation (NRMSD), Percent RMS, and relative standard deviation (RSD), is a standardized measure of dispersion of a probability distribution or frequency distribution. It is defined as the ratio of the standard deviation to the mean (or its absolute value, , and often expressed as a percentage ("%RSD"). The CV or RSD is widely used in analytical chemistry to express the precision and repeatability of an assay.
Magnitude (astronomy)In astronomy, magnitude is measure of the brightness of an object, usually in a defined passband. An imprecise but systematic determination of the magnitude of objects was introduced in ancient times by Hipparchus. Magnitude values do not have a unit. The scale is logarithmic and defined such that a magnitude 1 star is exactly 100 times brighter than a magnitude 6 star. Thus each step of one magnitude is times brighter than the magnitude 1 higher.
MountaineeringMountaineering, mountain climbing, or alpinism is a set of outdoor activities that involves ascending mountains. Mountaineering-related activities include traditional outdoor climbing, skiing, and traversing via ferratas that have become sports in their own right. Indoor climbing, sport climbing, and bouldering are also considered variants of mountaineering by some, but are part of a wide group of mountain sports. Mountaineering activity, involving such activities as mountain climbing and trekking, has traditionally been dominated by men.
Seismic magnitude scalesSeismic magnitude scales are used to describe the overall strength or "size" of an earthquake. These are distinguished from seismic intensity scales that categorize the intensity or severity of ground shaking (quaking) caused by an earthquake at a given location. Magnitudes are usually determined from measurements of an earthquake's seismic waves as recorded on a seismogram. Magnitude scales vary on what aspect of the seismic waves are measured and how they are measured.
AlgorithmIn mathematics and computer science, an algorithm (ˈælɡərɪðəm) is a finite sequence of rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing calculations and data processing. More advanced algorithms can use conditionals to divert the code execution through various routes (referred to as automated decision-making) and deduce valid inferences (referred to as automated reasoning), achieving automation eventually.
Finger trackingIn the field of gesture recognition and , finger tracking is a high-resolution technique developed in 1969 that is employed to know the consecutive position of the fingers of the user and hence represent objects in 3D. In addition to that, the finger tracking technique is used as a tool of the computer, acting as an external device in our computer, similar to a keyboard and a mouse. The finger tracking system is focused on user-data interaction, where the user interacts with virtual data, by handling through the fingers the volumetric of a 3D object that we want to represent.
Motion captureMotion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robots. In filmmaking and video game development, it refers to recording actions of human actors and using that information to animate digital character models in 2D or 3D computer animation. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture.