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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.
- Format:
- Book
- 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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