Digital Representations of the Real World How to Capture, Model, and Render Visual Reality
Coordonnateurs : Magnor Marcus A., Grau Oliver, Sorkine-Hornung Olga, Theobalt Christian
Create Genuine Visual Realism in Computer Graphics
Digital Representations of the Real World: How to Capture, Model, and Render Visual Reality explains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of new capture modalities, reconstruction approaches, and visual perception into the computer graphics pipeline.
Understand the Entire Pipeline from Acquisition, Reconstruction, and Modeling to Realistic Rendering and Applications
The book covers sensors for capturing 3D scenes, including regular cameras, wide-angle omnidirectional cameras, active range scanners, and plenoptic (multi-viewpoint) cameras, as well as fundamental algorithms for processing the imagery, such as stereo correspondence and 3D structure and motion recovery. It describes 3D modeling techniques, from generic object models (such as 3D meshes) to more domain-specific models (such as human shape and motion models). The book also discusses how techniques, including image- and video-based rendering, meet speed and realism requirements.
Overcome Challenges in Your Own Research Experiments
This book is both an accessible introduction to the emerging research of real-world visual computing and a practical guide that shows you how to start implementing frequently encountered methods.
Acquiring the Real World. Reconstruction—Data Processing Techniques. Modeling Reality. Authentic Rendering, Display, and Perception. Applications. Bibliography. Index.
Marcus A. Magnor, Oliver Grau, Olga Sorkine-Hornung, Christian Theobalt
Date de parution : 05-2015
23.5x19.1 cm
Date de parution : 09-2020
23.5x19.1 cm
Thèmes de Digital Representations of the Real World :
Mots-clés :
RGB; Free Viewpoint Video; Visual Realism in Computer Graphics; Light Field; computer graphics methods; Camera Pose; computer vision algorithms; Mesh Sequences; video acquisition technology; Dense; computer graphics pipeline; Exposure Time; visual perception; Optical Flow; sensors for capturing 3D scenes; ToF Camera; 3D modeling techniques; Camera Calibration; image- and video-based rendering; Vice Versa; visual computing; RGB Camera; scene reconstruction approaches; Depth Map; Fundamental Matrix; Essential Matrix; Image Coordinates; Motion Capture; Point Clouds; Lens Distortion; Tv Production; Photometric Stereo; Real World Scenes; Photon Mapping; Visual Hull; Plenoptic Function