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Virtual reality and light field immersive video technologies for real-world applications Gauthier Lafruit and Mehrdad Teratani
- Format:
- Book
- Author/Creator:
- Lafruit, Gauthier, author.
- Teratani, Mehrdad, author.
- Series:
- IET computing series ; 21.
- IET computing series 21
- Language:
- English
- Subjects (All):
- Computer graphics.
- Rendering (Computer graphics).
- Virtual reality.
- computer graphics.
- virtual reality.
- Physical Description:
- 1 online resource
- Place of Publication:
- London, United Kingdom The Institution of Engineering and Technology 2021
- Summary:
- "Virtual reality (VR) refers to technologies that use headsets to generate realistic images, sounds and other sensations that replicate a real-world environment or create an imaginary setting. VR also simulates a user's physical presence in this environment. In virtual reality, six degrees of freedom allows users to not only look around, but also to move around the virtual world and look from above, below or behind objects. To have a true VR experience, the hardware must provide six degrees of freedom, using both orientation tracking (rotational) and positional tracking (translation). This book is addressed to video experts who want to understand the basics of 3D representations and multi-camera video processing to target new immersive media applications. Unlike single camera video coding, future VR technologies address new challenges that arise beyond compression-only, including the pre- and post-processing (depth acquisition and 3D rendering). This book is inspired by the MPEG-1 (immersive media) and JPEG-PLENO (plenoptic media) standardization activities, and offers a glimpse of their underlying technologies.The following topics are dealt with: virtual reality; stereo image processing; rendering (computer graphics); image capture; computer graphics; solid modelling; cameras; augmented reality; ray tracing; and video signal processing"-- Provided by publisher
- Contents:
- Immersive video introduction
- Virtual reality
- 3D gaming and VR
- Camera and projection models
- Light equations
- Kinematics
- Raytracing
- 2D transforms for VR with natural content
- 3DoF VR with natural content
- VR goggles
- 6DoF navigation
- Towards 6DoF with image-based rendering
- Multi-camera acquisition systems
- 3D light field displays
- Visual media compression
- Conclusion and future perspectives
- Notes:
- Includes bibliographical references and index
- Online resource; title from PDF title page (IET, viewed July 14, 2025)
- Other Format:
- Print version Lafruit, Gauthier Virtual reality and light field immersive video technologies for real-world applications
- ISBN:
- 9781785615795
- 1785615793
- OCLC:
- 1299235353
- Access Restriction:
- Restricted for use by site license.
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