papers illustrated with examples. They include wavelet bases implicit functions de ned on a
space grid etc. It appears that a common pattern is the recovery of a controllable model of
the scene such that the resulting images can be edited (interaction). Changing the viewpoint
is only one (important) aspect but changing the lighting and action is equally important [2].
Recording and representing three-dimensional scenes is an emerging technology made possible by
the convergence of optics geometry and computer science with many applications in the movie
industry and more generally in entertainment. Note that the invention of cinema (camera and
projector) was also primarily a scienti c invention that evolved into an art form. We suspect
the same thing will probably happen with 3-D movies. 3 Book Contents The book is composed of 12
chapters which elaborate on the content of talks given at the BANFF workshop. The chapters are
organized into three sections. The rst section presents an overview of the inter-relations
between the art of cinemat- raphy and the science of image and geometry processing the second
section is devoted to recent developments in geometry and the third section is devoted to
recent developmentsin image processing. 3.1 3-D Cinematography and Applications The rst section
of the book presents an overview of the inter-relations between the art of cinematography and
the science of image and geometry processing.