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)...

Full description

Saved in:
Bibliographic Details
Other Authors: Magnor, Marcus A. (Marcus Andreas) 1972- (Editor), Grau, Oliver (Editor), Sorkine-Hornung, Olga 1981- (Editor), Theobalt, Christian (Editor)
Format: Book
Language:English
Published: Boca Raton, FL CRC Press [2015]
Subjects:
Tags: Add Tag
No Tags, Be the first to tag this record!

MARC

LEADER 00000nam a2200000 i 4500
001 98301
003 MY-KLNDU
005 20241220022510.0
008 221104 2015 flua bi 000 0 eng d
020 |a 9781482243819 
039 9 |a 202211041133  |b VLOAD  |c 201604060852  |d azraai  |y 201512091851  |z zubir 
040 |a UPNM  |b eng  |c UPNM  |e rda 
090 |a T 385  |b .D54 2015 
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 ©2015 
300 |a xxvi, 431 pages  |b illustrations  |c 25 cm 
336 |a text  |2 rdacontent 
337 |a unmediated  |2 rdamedia 
338 |a volume  |2 rdacarrier 
504 |a Includes bibliographical references and index 
505 0 |a Part I: Acquiring the Real World -- 1: Camera Sensor Pipeline; -- 2: Stereo and Multi-View Video; -- 3: Omni-Directional Video; -- 4: Range Imaging; -- 5: Plenoptic Cameras; Chapter 6: Illumination and Light Transport -- Part II: Reconstruction-Data Processing Techniques; -- 7: Camera Registration from Images and Video; -- 8: Reconstruction of Dense Correspondences; -- 9: Sensor Fusion; -- 10: Mesh Reconstruction from a Point Cloud. -- 11: Reconstruction of Human Motion -- 12: Dynamic Geometry Reconstruction -- Part III: Modeling Reality; -- 13: Rigging Captured Meshes; -- 14: Statistical Human Body Modeling; -- 15: Cloth Modeling; -- 16: Video-Based Character Animation; -- Part IV: Authentic Rendering, Display, and Perception; -- 17: Image- and Video-Based Rendering; -- 18: Stereo 3D and Viewing Experience; -- 19: Visual Quality Assessment; -- Part V: Applications; -- 20: Facial Capture and Animation in Visual Effects; -- 21: Television and Live Broadcasting; -- 22: Web-Based Delivery of 3D Mesh Data; -- 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. 
592 |a IN/11521  |b 3/3/16  |c RM400.00  |h Innowawasan 
650 0 |a Computer animation 
650 0 |a Computer graphics 
650 0 |a Three-dimensional imaging 
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 
999 |a vtls000056032  |c 98301  |d 98301