Description |
1 online resource |
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data file |
Bibliography |
Includes bibliographical references and index. |
Contents |
Part I: Acquiring the Real World; Chapter 1: Camera Sensor Pipeline; Chapter 2: Stereo and Multi-View Video; Chapter 3: Omni-Directional Video; Chapter 4: Range Imaging; Chapter 5: Plenoptic Cameras; Chapter 6: Illumination and Light Transport; Part II: Reconstruction-Data Processing Techniques; Chapter 7: Camera Registration from Images and Video; Chapter 8: Reconstruction of Dense Correspondences; Chapter 9: Sensor Fusion; Chapter 10: Mesh Reconstruction from a Point Cloud. |
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Chapter 11: Reconstruction of Human MotionChapter 12: Dynamic Geometry Reconstruction; Part III: Modeling Reality; Chapter 13: Rigging Captured Meshes; Chapter 14: Statistical Human Body Modeling; Chapter 15: Cloth Modeling; Chapter 16: Video-Based Character Animation; Part IV: Authentic Rendering, Display, and Perception; Chapter 17: Image- and Video-Based Rendering; Chapter 18: Stereo 3D and Viewing Experience; Chapter 19: Visual Quality Assessment; Part V: Applications; Chapter 20: Facial Capture and Animation in Visual E ects; Chapter 21: Television and Live Broadcasting; Chapter 22: Web-Based Delivery of 3D Mesh Data; Chapter 23: Virtual Production. |
Summary |
As much as we need computer graphics to generate artificial images (e.g., alien weapons, talking hamsters), we also need digital models of real-world objects for a variety of applications (e.g., digitized cities for online maps, food for commercials, planes for film stunts, cars for virtual reality). This book presents the state-of-the-art research into how complex, real-world scenes are digitized to create realistic virtual worlds. It covers the entire pipeline from acquisition, data processing, and modeling to content editing, photorealistic rendering, and user interaction. |
Subject |
Computer animation.
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Computer graphics.
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Three-dimensional imaging.
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Computer Graphics |
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Imaging, Three-Dimensional |
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Animation par ordinateur. |
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Infographie. |
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Imagerie tridimensionnelle. |
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computer animation. |
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computer graphics. |
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three-dimensional. |
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Three-dimensional imaging |
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Computer animation |
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Computer graphics |
Added Author |
Magnor, Marcus A. (Marcus Andreas), 1972- editor.
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Grau, Oliver, editor.
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Sorkine-Hornung, Olga, 1981- editor.
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Theobalt, Christian, editor.
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Other Form: |
Print version: Digital Representation of the Real World 9781482243819 |
ISBN |
9781482243826 (electronic bk.) |
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1482243822 (electronic bk.) |
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1482243814 |
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9781482243819 |
Standard No. |
10.1201/b18154 doi |
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