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Real VR - Immersive Digital Reality : How to Import the Real World into Head-Mounted Immersive Displays / edited by Marcus Magnor, Alexander Sorkine-Hornung.

SpringerLink Books Computer Science (2011-2024) Available online

View online
Format:
Book
Contributor:
Magnor, Marcus., Editor.
Sorkine-Hornung, Alexander., Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
LNCS sublibrary. Image processing, computer vision, pattern recognition, and graphics ; SL 6, 11900
Image Processing, Computer Vision, Pattern Recognition, and Graphics ; 11900
Language:
English
Subjects (All):
Computer graphics.
Computer vision.
User interfaces (Computer systems).
Human-computer interaction.
Artificial intelligence.
Computer systems.
Computer Graphics.
Computer Vision.
User Interfaces and Human Computer Interaction.
Artificial Intelligence.
Computer System Implementation.
Local Subjects:
Computer Graphics.
Computer Vision.
User Interfaces and Human Computer Interaction.
Artificial Intelligence.
Computer System Implementation.
Physical Description:
1 online resource (XII, 355 pages) : 204 illustrations, 146 illustrations in color.
Edition:
1st ed. 2020.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2020.
System Details:
text file PDF
Summary:
With the advent of consumer-market Virtual Reality (VR) technology, the next revolution in visual entertainment is already on the horizon: real VR will enable us to experience live-action movies, sports broadcasts, concert videos, et cetera in true visual (and aural) immersion. This book provides a comprehensive overview of the algorithms and methods that make it possible to immerse into real-world recordings. It brings together the expertise of internationally renowned experts from academia and industry who present the state of the art in this fascinating, interdisciplinary new research field. Written by and for scientists, engineers, and practitioners, this book is the definitive reference for anyone interested in finding out about how to import the real world into head-mounted displays.
Contents:
Capture, Reconstruction, and Representation of the Visual Real World for Virtual Reality
Light Field video for Immersive Content Production
Densely-sampled Light Field Reconstruction
Multiview Panorama Alignment and Optical Flow Refinement
Image-Based Scene Representation for Head-Motion Parallax in 360° Panoramas
Viewpoint-Free Photography for Virtual Reality
Hybrid Human Modeling: Making Volumetric Video Animatable
Reconstructing 3D Human Avatars from Monocular Images
State of the Art in Perceptual VR Displays
Design and Characterization of Light Field and Holographic Near-eye Displays
Subtle Visual Attention Guidance in VR
Redirected Walking in VR
Immersive Virtual Reality Audio Rendering Adapted to the Listener and the Room
Immersive Learning in Real VR
Interacting with Real Objects in Virtual Worlds.
Other Format:
Printed edition:
ISBN:
978-3-030-41816-8
9783030418168
Access Restriction:
Restricted for use by site license.

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