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Google Camera
Google Camera is a camera phone application developed by Google for the Android operating system. Development for the application began in 2011 at the Google X research incubator led by Marc Levoy, which was developing image fusion technology for Google Glass. It was publicly released for Android 4.4+ on the Google Play Store on April 16, 2014. It was initially supported on all devices running Android 4.4 KitKat and higher, but became only officially supported on Google Pixel devices in the following years. Features Google Camera contains a number of features that can be activated either in the Settings page or on the row of icons at the top of the app. Pixel Visual/Neural Core Starting with Pixel devices, the camera app has been aided with hardware accelerators to perform its image processing. The first generation of Pixel phones used Qualcomm's Hexagon DSPs and Adreno GPUs to accelerate image processing. The Pixel 2 and Pixel 3 (but not the Pixel 3a) include the Pixel V ...
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X Development
X Development LLC (formerly Google X) is an American semi-secret research and development facility and organization founded by Google in January 2010, which now operates as a subsidiary of Alphabet Inc. X has its headquarters about a mile and a half from Alphabet's corporate headquarters, the Googleplex, in Mountain View, California. X's mission is to invent and launch "moonshot" technologies that aim to make the world a radically better place. A moonshot is defined by X as the intersection of a big problem, a radical solution, and breakthrough technology. Work at X is overseen by entrepreneur scientist Astro Teller, as CEO and "Captain of Moonshots". The lab started with the development of Self-driving car project (Google), Google's self-driving car. On October 2, 2015, after the complete restructuring of Google into Alphabet, Google X became an independent Alphabet company and was renamed to X. Active projects Glass Project Glass is a research and development program by G ...
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Pixel Visual Core
The Pixel Visual Core (PVC) is a series of ARM-based system in package (SiP) image processors designed by Google. The PVC is a fully programmable image, vision and AI multi-core domain-specific architecture (DSA) for mobile devices and in future for IoT. It first appeared in the Google Pixel 2 and 2 XL which were introduced on October 19, 2017. It has also appeared in the Google Pixel 3 and 3 XL. Starting with the Pixel 4, this chip was replaced with the Pixel Neural Core. History Google previously used Qualcomm Snapdragon's CPU, GPU, IPU, and DSP to handle its image processing for their Google Nexus and Google Pixel devices. With the increasing importance of computational photography techniques, Google developed the Pixel Visual Core (PVC). Google claims the PVC uses less power than using CPU and GPU while still being fully programmable, unlike their tensor processing unit (TPU) application-specific integrated circuit (ASIC). Indeed, classical mobile devices equi ...
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Smart HDR
Smart or SMART may refer to: Arts and entertainment * ''Smart'' (Hey! Say! JUMP album), 2014 * Smart (Hotels.com), former mascot of Hotels.com * ''Smart'' (Sleeper album), 1995 debut album by Sleeper * ''SMart'', a children's television series about art on CBBC Businesses and brands * S-Mart, a Mexican grocery store chain * SMART (advertising agency), an Australian company * SmartCell, a network operator in Nepal * Smart Communications, a cellular service provider in the Philippines * Smart Technologies, a company providing group collaboration tools * Smart Telecom, a network operator in the Republic of Ireland * Smart (cigarette), an Austrian brand * Smart (drink), a brand of fruit-flavored soda produced by The Coca-Cola Company for Mainland China Computing * Smart device, an electronic device connected to other devices or networks wirelessly * Self-Monitoring, Analysis, and Reporting Technology (S.M.A.R.T.), a standard used in computer storage devices * SMART Infor ...
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Nexus 6P
Nexus 6P (codenamed ''Angler'') (also known as the Nexus 6 Plus, Nexus 6 Pro or Nexus 6 Premium) is an Android smartphone developed and marketed by Google and manufactured by Huawei. It succeeded the Nexus 6 as the flagship device of the Nexus line of Android devices by Google. Officially unveiled on 29 September 2015 along with the Nexus 5X at the Google Nexus 2015 press event held in San Francisco, it was made available for pre-order on the same day in United States, United Kingdom, Ireland, and Japan. Significant changes over previous Nexus devices include an all-aluminum based body that is thinner and lighter than the Nexus 6, a rear fingerprint reader called Nexus Imprint, a faster octa-core Snapdragon 810 v2.1 system-on-chip (SoC), an AMOLED display, better cameras, enhanced LTE connectivity, a reversible USB-C dock connector, and the removal of wireless charging. The Nexus 6P was also the first Nexus device to be available with 128GB of internal storage, as well as the ...
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Nexus 5X
The Nexus 5X (codenamed bullhead) is an Android smartphone manufactured by LG Electronics, co-developed with and marketed by Google as part of its Nexus line of flagship devices. Unveiled on September 29, 2015, it was a successor to the Nexus 5. The phone, along with the Nexus 6P, served as launch devices for Android 6.0 Marshmallow, which introduced a refreshed interface, performance improvements, increased Google Now integration, and other new features. The phone was widely praised by reviewers on release, although many devices later began experiencing spontaneous unrecoverable bootloops. On October 4, 2016, Google presented its successor, the Google Pixel; the same day, the Nexus 5X was discontinued and removed from the Google Store. Specifications Hardware The device has a fingerprint sensor on the back called 'Nexus Imprint' which can be used by third party apps. The phone is compatible with Project Fi, Google's own mobile network. In order to save power, Google ...
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Nexus 5
Nexus 5 (code-named Hammerhead) is an Android smartphone sold by Google and manufactured by LG Electronics. It is the fifth generation of the Nexus series, succeeding the Nexus 4. It was unveiled on October 31, 2013 and served as the launch device for Android 4.4 "KitKat", which introduced a refreshed interface, performance improvements, greater Google Now integration, and other changes. Much of the hardware is similar to the LG G2 which was also made by LG and released earlier that year. The Nexus 5 received mostly positive reviews, praising the device's balance of overall performance and cost in comparison to other "flagship" phones, along with the quality of its display and some of the changes introduced by Android 4.4. The Nexus 5 was followed by the Nexus 6 in October 2014, although the Nexus 6 is a higher-end phablet and not a direct successor, with the Nexus 5 and Nexus 6 sold alongside each other for several months. Google ended production of the Nexus 5 in D ...
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Nexus 6
The Nexus 6 (codenamed Shamu) is a phablet co-developed by Google and Motorola Mobility that runs the Android operating system. The successor to the Nexus 5, it is the sixth smartphone in the Google Nexus series, a family of Android consumer devices marketed by Google and built by an original equipment manufacturer partner. Nexus 6 and the HTC Nexus 9 served as the launch devices for Android 5.0 "Lollipop". The Nexus 6's design and hardware is very similar to that of the second-generation Moto X, which was released around the same time, with the Nexus 6 being enlarged with higher specifications. Release The Nexus 6 was unveiled on October 15, 2014, with pre-order availability since October 29, 2014, and a delivery date in early November. Off-contract pricing in the United States was US$649 for the 32 GB model and US$699 for the 64 GB model. The Nexus 6 was available through Google Play Store, Motorola Mobility, Best Buy, T-Mobile, AT&T, Sprint, ...
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Motion Blur
Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or long exposure. Usages / Effects of motion blur Photography When a camera creates an image, that image does not represent a single instant of time. Because of technological constraints or artistic requirements, the image may represent the scene over a period of time. Most often this exposure time is brief enough that the image captured by the camera appears to capture an instantaneous moment, but this is not always so, and a fast moving object or a longer exposure time may result in blurring artifacts which make this apparent. As objects in a scene move, an image of that scene must represent an integration of all positions of those objects, as well as the camera's viewpoint, over the period of exposure determined by the shutter speed. In ...
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Overexpose
In photography, exposure is the amount of light per unit area (the image plane's illuminance times the exposure time) reaching a frame of photographic film or the surface of an electronic image sensor, as determined by shutter speed, lens F-number, and scene luminance. Exposure is measured in lux seconds, and can be computed from exposure value (EV) and scene luminance in a specified region. An "exposure" is a single shutter cycle. For example, a long exposure refers to a single, long shutter cycle to gather enough dim light, whereas a multiple exposure involves a series of shutter cycles, effectively layering a series of photographs in one image. The accumulated ''photometric exposure'' (''H''v) is the same so long as the total exposure time is the same. Definitions Radiant exposure Radiant exposure of a ''surface'', denoted ''H''e ("e" for "energetic", to avoid confusion with photometric quantities) and measured in , is given by :H_\mathrm = E_\mathrmt, where *''E' ...
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Shot Noise
Shot noise or Poisson noise is a type of noise which can be modeled by a Poisson process. In electronics shot noise originates from the discrete nature of electric charge. Shot noise also occurs in photon counting in optical devices, where shot noise is associated with the particle nature of light. Origin In a statistical experiment such as tossing a fair coin and counting the occurrences of heads and tails, the numbers of heads and tails after many throws will differ by only a tiny percentage, while after only a few throws outcomes with a significant excess of heads over tails or vice versa are common; if an experiment with a few throws is repeated over and over, the outcomes will fluctuate a lot. From the law of large numbers, one can show that the relative fluctuations reduce as the reciprocal square root of the number of throws, a result valid for all statistical fluctuations, including shot noise. Shot noise exists because phenomena such as light and electric current co ...
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Lucky Imaging
Lucky imaging (also called lucky exposures) is one form of speckle imaging used for astrophotography. Speckle imaging techniques use a high-speed camera with exposure times short enough (100 ms or less) so that the changes in the Earth's atmosphere during the exposure are minimal. With lucky imaging, those optimum exposures least affected by the atmosphere (typically around 10%) are chosen and combined into a single image by shifting and adding the short exposures, yielding much higher angular resolution than would be possible with a single, longer exposure, which includes all the frames. Explanation Images taken with ground-based telescopes are subject to the blurring effect of atmospheric turbulence (seen to the eye as the stars twinkling). Many astronomical imaging programs require higher resolution than is possible without some correction of the images. Lucky imaging is one of several methods used to remove atmospheric blurring. Used at a 1% selection or less, lucky ...
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Computational Photography
Computational photography refers to digital image capture and processing techniques that use digital computation instead of optical processes. Computational photography can improve the capabilities of a camera, or introduce features that were not possible at all with film based photography, or reduce the cost or size of camera elements. Examples of computational photography include in-camera computation of digital panoramas, high-dynamic-range images, and light field cameras. Light field cameras use novel optical elements to capture three dimensional scene information which can then be used to produce 3D images, enhanced depth-of-field, and selective de-focusing (or "post focus"). Enhanced depth-of-field reduces the need for mechanical focusing systems. All of these features use computational imaging techniques. The definition of computational photography has evolved to cover a number of subject areas in computer graphics, computer vision, and applied optics. These areas are ...
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