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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| Other Authors: | , , , |
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| Format: | Book |
| Language: | English |
| Published: |
Boca Raton, FL
CRC Press
[2015]
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| 003 | MY-KLNDU | ||
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| 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 | ||


