Book Image

Building Computer Vision Projects with OpenCV 4 and C++

By : David Millán Escrivá, Prateek Joshi, Vinícius G. Mendonça, Roy Shilkrot
Book Image

Building Computer Vision Projects with OpenCV 4 and C++

By: David Millán Escrivá, Prateek Joshi, Vinícius G. Mendonça, Roy Shilkrot

Overview of this book

OpenCV is one of the best open source libraries available and can help you focus on constructing complete projects on image processing, motion detection, and image segmentation. This Learning Path is your guide to understanding OpenCV concepts and algorithms through real-world examples and activities. Through various projects, you'll also discover how to use complex computer vision and machine learning algorithms and face detection to extract the maximum amount of information from images and videos. In later chapters, you'll learn to enhance your videos and images with optical flow analysis and background subtraction. Sections in the Learning Path will help you get to grips with text segmentation and recognition, in addition to guiding you through the basics of the new and improved deep learning modules. By the end of this Learning Path, you will have mastered commonly used computer vision techniques to build OpenCV projects from scratch. This Learning Path includes content from the following Packt books: •Mastering OpenCV 4 - Third Edition by Roy Shilkrot and David Millán Escrivá •Learn OpenCV 4 By Building Projects - Second Edition by David Millán Escrivá, Vinícius G. Mendonça, and Prateek Joshi
Table of Contents (28 chapters)
Title Page
Copyright and Credits
About Packt
Contributors
Preface
Index

Augmented reality and pose estimation


Augmented reality (AR) is a concept coined in the early 1990s by Tom Caudell. He proposed AR as a mix between real-world rendering from a camera and computer generated graphics that smoothly blend together to create the illusion of virtual objects existing in the real world. In the past few decades, AR has made great strides, from an eccentric technology with very few real applications, to a multi-billion industry in many verticals: defense, manufacturing, healthcare, entertainment, and more. However, the core concept remains the same (in camera-based AR): register graphics on top of 3D geometry in the scene. Thus, AR has ultimately been about 3D geometry reconstruction from images, tracking this geometry, and 3D graphics rendering registered to the geometry. Other types of augmented reality use different sensors than the camera. One of the most well known examples is AR performed with the gyroscope and compass on a mobile phone, such as in the Pokemon...