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)...
Saved in:
| Other Authors: | , , , |
|---|---|
| Format: | Book |
| Language: | English |
| Published: |
Boca Raton, FL
CRC Press
[2015]
|
| Subjects: | |
| Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Table of Contents:
- 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.


