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|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 |
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|a Boca Raton, FL :
|b CRC Press,
|c [2015]
|
264 |
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|c Ã20
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|c Ã2015
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|a 1 online resource
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|a online resource
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|a data file
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|a Includes bibliographical references and index.
|
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|a Online resource; title from PDF title page (CRCnetBASE, viewed on May 6, 2015).
|
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|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 |
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|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.
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520 |
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|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 |
|
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
|
650 |
|
0 |
|a Computer animation.
|
650 |
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0 |
|a Computer graphics.
|
650 |
|
0 |
|a Three-dimensional imaging.
|
650 |
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2 |
|a Computer Graphics
|
650 |
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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
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650 |
|
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|a three-dimensional.
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650 |
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|a Three-dimensional imaging
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|a Computer animation
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|
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
|
856 |
4 |
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|u https://learning.oreilly.com/library/view/~/9781482243819/?ar
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