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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Bibliographic Details
Other Authors: Magnor, Marcus A. (Editor), Grau, Oliver (Editor), Sorkine-Hornung, Olga (Editor), Theobalt, Christian (Editor)
Format: eBook
Language:English
Published: Boca Raton, FL CRC Press 2015
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
Table of Contents:
  • Includes bibliographical references and index
  • 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
  • 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