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Digital representations of the real world : how to capture, model, and render visual reality  Cover Image E-book E-book

Digital representations of the real world : how to capture, model, and render visual reality / edited by Marcus A. Magnor, Oliver Grau, Olga Sorkine-Hornung, Christian Theobalt.

Summary:

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.

Record details

  • ISBN: 9781482243826
  • ISBN: 1482243822
  • ISBN: 1482243814
  • ISBN: 9781482243819
  • Physical Description: 1 online resource
  • Publisher: Boca Raton, FL : CRC Press, [2015]

Content descriptions

Bibliography, etc. Note:
Includes bibliographical references and index.
Formatted Contents Note:
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.
Source of Description Note:
Online resource; title from PDF title page (CRCnetBASE, viewed on May 6, 2015).
Subject: Computer animation.
Computer graphics.
Three-dimensional imaging.
Computer Graphics
Imaging, Three-Dimensional
Animation par ordinateur.
Infographie.
Imagerie tridimensionnelle.
computer animation.
computer graphics.
three-dimensional.
COMPUTERS > General.
Three-dimensional imaging
Computer animation.
Computer graphics.
Genre: Electronic books.
Electronic books.


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