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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.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Contributor:
Magnor, Marcus A. (Marcus Andreas), 1972- editor.
Grau, Oliver, editor.
Sorkine-Hornung, Olga, editor.
Theobalt, Christian, editor.
Language:
English
Subjects (All):
Computer animation.
Computer science.
Computer graphics.
Physical Description:
1 online resource (454 p.)
Edition:
1st ed.
Place of Publication:
Boca Raton, Florida : CRC Press : Taylor & Francis Group, [2015]
Language Note:
English
Summary:
<P>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.</P>
Contents:
Cover; Contents; Foreword; Preface; Contributors; Image Credits; The Editors; Acknowledgments; 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 DataChapter 23: Virtual Production; Bibliography; Back Cover
Notes:
An A.K. Peters book.
Includes bibliographical references.
Description based on online resource; title from PDF title page (ebrary, viewed March 13, 2015).
ISBN:
9781040073483
1040073484
9780429161292
0429161298
9781482243826
1482243822
OCLC:
904046303

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