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360-degree Camera
In photography, an omnidirectional camera (from "omni", meaning all), also known as 360-degree camera, is a camera having a field of view that covers at least a full circle (360°) in the horizontal plane, up to a full sphere (Spat (angular unit), 1 spat). Omnidirectional cameras are important in areas where large visual field coverage is needed, such as in panoramic photography and robotics. Overview A camera normally has a field of view that ranges from a few degrees to, at most, 180°. This means that it captures, at most, light falling onto the camera Focus (optics), focal point through a hemisphere. In contrast, an ''ideal'' omnidirectional camera captures light from all directions falling onto the focal point, covering a full sphere. In practice, however, most omnidirectional cameras do not cover the entire sphere. Many cameras which are referred to as omnidirectional cover the full 360° along the equator of the sphere but exclude the top and bottom. In the case that t ...
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Schematic Design Omni Camera 2 Mirrows
A schematic, or schematic diagram, is a designed representation of the elements of a system using abstract, graphic symbols rather than realistic pictures. A schematic usually omits all details that are not relevant to the key information the schematic is intended to convey, and may include oversimplified elements in order to make this essential meaning easier to grasp, as well as additional organization of the information. For example, a subway map intended for passengers may represent a subway station with a dot. The dot is not intended to resemble the actual station at all but aims to give the viewer information without unnecessary visual clutter. A schematic diagram of a chemical process uses symbols in place of detailed representations of the vessels, piping, valves, pumps, and other equipment that compose the system, thus emphasizing the functions of the individual elements and the interconnections among them and suppresses their physical details. In an electronic circuit d ...
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Peugeot 3008
The Peugeot 3008 is a compact crossover SUV manufactured and marketed by Peugeot. It was first presented to the public in Dubrovnik, Croatia in 2008, and then again in 2010 at the Mondial de l'Automobile in Paris, by the French manufacturer Peugeot. It was launched in April 2009 as the successor to the Peugeot 4007 and Peugeot 4008, and it fills a gap in Peugeot's model lineup between the Peugeot 308, with which it shares its platform, and the Peugeot 5008, its larger counterpart. The second-generation model, which is based on an EMP2 platform first seen on the second-generation Peugeot 308, was released in May 2016, with the vehicle being available as of January 2017. The third-generation model released in September 2023, it is based on the Stellantis' SLTA Medium platform, shared with a wider range of other Stellantis vehicles. __TOC__ First generation (T84; 2008) Launched in 2008, the 3008 shares its platform and bears similarity with the Peugeot 5008, which is a ...
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3D Reconstruction
In computer vision and computer graphics, 3D reconstruction is the process of capturing the shape and appearance of real objects. This process can be accomplished either by active or passive methods. If the model is allowed to change its shape in time, this is referred to as non-rigid or spatio-temporal reconstruction. Motivation and applications The research of 3D reconstruction has always been a difficult goal. By Using 3D reconstruction one can determine any object's 3D profile, as well as knowing the 3D coordinate of any point on the profile. The 3D reconstruction of objects is a generally scientific problem and core technology of a wide variety of fields, such as Computer Aided Geometric Design ( CAGD), computer graphics, computer animation, computer vision, medical imaging, computational science, virtual reality, digital media, etc. For instance, the lesion information of the patients can be presented in 3D on the computer, which offers a new and accurate approach in diagn ...
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Omnidirectional Image Corridor
Omnidirectional refers to the notion of existing in every direction. Omnidirectional devices include: * Omnidirectional antenna, an antenna that radiates equally in all directions * VHF omnidirectional range, a type of radio navigation system for aircraft * Omnidirectional camera, a camera that can see all 360 degrees around it * Omnidirectional treadmill, a treadmill that allows a person to walk in any direction without moving * Omnidirectional microphone, a microphone that can hear from all directions * Mecanum wheel A Mecanum wheel is an wikt:omnidirectional, omnidirectional wheel design for a land-based vehicle to move in any direction. It is sometimes called the Swedish wheel or Ilon wheel after its inventor, Bengt Erland Ilon (1923–2008), who conceived ..., a specially designed wheel that allows movement in any direction, such as that used by many robots in the RoboCup Small Size League * Wingless Electromagnetic Air Vehicle, an electrically operated vehicle that ...
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Optical Flow
Optical flow or optic flow is the pattern of apparent motion of objects, surfaces, and edges in a visual scene caused by the relative motion between an observer and a scene. Optical flow can also be defined as the distribution of apparent velocities of movement of brightness pattern in an image. The concept of optical flow was introduced by the American psychologist James J. Gibson in the 1940s to describe the visual stimulus provided to animals moving through the world. Gibson stressed the importance of optic flow for affordance perception, the ability to discern possibilities for action within the environment. Followers of Gibson and his ecological approach to psychology have further demonstrated the role of the optical flow stimulus for the perception of movement by the observer in the world; perception of the shape, distance and movement of objects in the world; and the control of locomotion. The term optical flow is also used by roboticists, encompassing related techniqu ...
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Simultaneous Localization And Mapping
Simultaneous localization and mapping (SLAM) is the computational problem of constructing or updating a map of an unknown environment while simultaneously keeping track of an Intelligent agent, agent's location within it. While this initially appears to be a chicken or the egg problem, there are several algorithms known to solve it in, at least approximately, tractable time for certain environments. Popular approximate solution methods include the particle filter, extended Kalman filter, covariance intersection, and GraphSLAM. SLAM algorithms are based on concepts in computational geometry and computer vision, and are used in robot navigation, robotic mapping and odometry for virtual reality or augmented reality. SLAM algorithms are tailored to the available resources and are not aimed at perfection but at operational compliance. Published approaches are employed in self-driving cars, unmanned aerial vehicles, autonomous underwater vehicles, Rover (space exploration), planetary r ...
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Visual Odometry
The visual system is the physiological basis of visual perception (the ability to detect and process light). The system detects, transduces and interprets information concerning light within the visible range to construct an image and build a mental model of the surrounding environment. The visual system is associated with the eye and functionally divided into the optical system (including cornea and lens) and the neural system (including the retina and visual cortex). The visual system performs a number of complex tasks based on the ''image forming'' functionality of the eye, including the formation of monocular images, the neural mechanisms underlying stereopsis and assessment of distances to (depth perception) and between objects, motion perception, pattern recognition, accurate motor coordination under visual guidance, and colour vision. Together, these facilitate higher order tasks, such as object identification. The neuropsychological side of visual information ...
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Tilt (camera)
Tilting is a cinematographic technique in which the camera stays in a fixed position but rotates up/down in a vertical plane. Tilting the camera results in a motion similar to someone raising or lowering their head to look up or down. It is distinguished from panning in which the camera is horizontally pivoted left or right. Pan and tilt can be used simultaneously. In some situations the lens itself may be tilted with respect to the fixed camera body in order to generate greater depth of focus. The camera's tilt will change the position of the horizon, changing the amount of sky or ground that is seen. A tilt downward is usually required for a high-angle shot and bird's-eye view while a tilt upward is for a low-angle shot and worm's-eye view. The vertical offset between subjects can reflect differences in power, with superiority being above. Tilting can be used as a reveal as in tilting up from seeing the murder victim, to the weapon, to the identity of the killer. ...
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Camera Angle
The camera angle marks the specific location at which the movie camera or video camera is placed to take a shot. A scene may be shot from several camera angles simultaneously. This will give a different experience and sometimes emotion. The different camera angles will have different effects on the viewer and how they perceive the scene that is shot. There are a few different routes that a camera operator could take to achieve this effect. Angles and their impact Types of angles include the following: * Extreme wide shot * Very wide shot * Wide shot * Medium shot * Two shot * Medium close-up * Close-up * Extreme close-up Where the camera is placed in relation to the subject can affect the way the viewer perceives the subject. Some of these many camera angles are the high-angle shot, low-angle shot, bird's-eye view, and worm's-eye view. A viewpoint is the apparent distance and angle from which the camera views and records the subject. They also include the eye-level sh ...
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Omnidirectional Video
360-degree videos, also known as surround video, or immersive videos or spherical videos, are video recordings where a view in every direction is recorded at the same time, shot using an omnidirectional camera or a collection of cameras. The term 360x180 can be used to indicate 360° of azimuth and 180° from nadir to zenith. During playback on normal flat display the viewer has control of the viewing direction like a panorama. It can also be played on a display or projectors arranged in a sphere or some part of a sphere. Creation 360-degree video is typically recorded using either a special rig of multiple cameras, or using a dedicated camera that contains multiple camera lenses embedded into the device, and recording overlapping angles simultaneously. Specialized omnidirectional cameras and rigs have been developed for the purpose of recording 360-degree video, including rigs such as GoPro's Omni and Odyssey (which consist of multiple action cameras installed within a frame), a ...
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Correspondence Problem
The correspondence problem refers to the problem of ascertaining which parts of one image correspond to which parts of another image, where differences are due to movement of the camera, the elapse of time, and/or movement of objects in the photos. Correspondence is a fundamental problem in computer vision — influential computer vision researcher Takeo Kanade famously once said that the three fundamental problems of computer vision are: “Correspondence, correspondence, and correspondence!” Indeed, correspondence is arguably the key building block in many related applications: optical flow (in which the two images are subsequent in time), dense stereo vision (in which two images are from a stereo camera pair), structure from motion (SfM) and visual SLAM (in which images are from different but partially overlapping views of a scene), and cross-scene correspondence (in which images are from different scenes entirely). Overview Given two or more images of the same 3D scene, ...
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