Description |
1 online resource |
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 |
Bibliography |
Includes bibliographical references and index |
Notes |
Online resource; title from PDF title page (CRCnetBASE, viewed on May 6, 2015) |
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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computer animation.
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computer graphics.
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three-dimensional.
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COMPUTERS -- General.
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Three-dimensional imaging
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Computer animation.
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Computer graphics.
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Form |
Electronic book
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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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ISBN |
9781482243826 |
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1482243822 |
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1482243814 |
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9781482243819 |
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