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Digital representations of the real world : how to capture, model, and render visual reality /

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)...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Magnor, Marcus A. (Marcus Andreas), 1972- (Editor ), Grau, Oliver (Editor ), Sorkine-Hornung, Olga, 1981- (Editor ), Theobalt, Christian (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boca Raton, FL : CRC Press, [2015]
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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245 0 0 |a Digital representations of the real world :  |b how to capture, model, and render visual reality /  |c edited by Marcus A. Magnor, Oliver Grau, Olga Sorkine-Hornung, Christian Theobalt. 
264 1 |a Boca Raton, FL :  |b CRC Press,  |c [2015] 
264 4 |c Ã20 
264 4 |c Ã2015 
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504 |a Includes bibliographical references and index. 
588 0 |a Online resource; title from PDF title page (CRCnetBASE, viewed on May 6, 2015). 
505 0 |a 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. 
505 8 |a 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. 
520 |a 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. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Computer animation. 
650 0 |a Computer graphics. 
650 0 |a Three-dimensional imaging. 
650 2 |a Computer Graphics 
650 2 |a Imaging, Three-Dimensional 
650 6 |a Animation par ordinateur. 
650 6 |a Infographie. 
650 6 |a Imagerie tridimensionnelle. 
650 7 |a computer animation.  |2 aat 
650 7 |a computer graphics.  |2 aat 
650 7 |a three-dimensional.  |2 aat 
650 7 |a COMPUTERS  |x General.  |2 bisacsh 
650 7 |a Three-dimensional imaging  |2 fast 
650 7 |a Computer animation  |2 fast 
650 7 |a Computer graphics  |2 fast 
700 1 |a Magnor, Marcus A.  |q (Marcus Andreas),  |d 1972-  |e editor. 
700 1 |a Grau, Oliver,  |e editor. 
700 1 |a Sorkine-Hornung, Olga,  |d 1981-  |e editor. 
700 1 |a Theobalt, Christian,  |e editor. 
776 0 8 |i Print version:  |t Digital Representation of the Real World  |z 9781482243819 
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