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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)
Tabla de Contenidos:
  • 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.
  • 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.