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The last decade has witnessed a remarkable emergence and maturing of technologies dealing with visual and geometric data. Many methods that a few years ago were in the domain of research labs have already become standard industrial practice.
Think of Google Goggles (a web service allowing the user to take a street image with a mobile phone and get information about the depicted objects), Google Street View and Microsoft Photosynth (photo tourism service, based on computer vision algorithms for building 3D models of cities from very large sets of images), Microsoft Kinect (an add-on to Xbox console allowing gesture-based control, based on computer vision technology to scan the 3D scene in real time and pattern recognition algorithms to analyze the gestures), and the movie Avatar (setting a new standard both in computer graphics realism, but also remarkable for the use of very sophisticated 3D vision technologies during production).
These examples belong to the field of Geometric and Visual Computing, dealing with modeling and analyzing visual and geometric information, both on the physical level (such as when describing objects that surround us) and abstract levels (representation of multidimensional data).
The curriculum of the Master in Geometric and Visual Computing is based on a synergy between courses in computer science (discrete algorithms, data structures, software engineering), mathematical models and computational methods, and domain-specific curricula in computer graphics, computational geometry, computer vision, pattern recognition, and 2D and 3D signal processing.
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