Digital Representations of the Real World
eBook - PDF

Digital Representations of the Real World

How to Capture, Model, and Render Visual Reality

  1. 455 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

Digital Representations of the Real World

How to Capture, Model, and Render Visual Reality

About this book

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 ne

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Yes, you can access Digital Representations of the Real World by Marcus A. Magnor, Oliver Grau, Olga Sorkine-Hornung, Christian Theobalt, Marcus A. Magnor,Oliver Grau,Olga Sorkine-Hornung,Christian Theobalt in PDF and/or ePUB format, as well as other popular books in Informatique & Infographie. We have over one million books available in our catalogue for you to explore.

Information

Edition
1
Subtopic
Infographie

Table of contents

  1. Cover
  2. Contents
  3. Foreword
  4. Preface
  5. Contributors
  6. Image Credits
  7. The Editors
  8. Acknowledgments
  9. Part I: Acquiring the Real World
  10. Chapter 1: Camera Sensor Pipeline
  11. Chapter 2: Stereo and Multi-View Video
  12. Chapter 3: Omni-Directional Video
  13. Chapter 4: Range Imaging
  14. Chapter 5: Plenoptic Cameras
  15. Chapter 6: Illumination and Light Transport
  16. Part II: Reconstruction—Data Processing Techniques
  17. Chapter 7: Camera Registration from Images and Video
  18. Chapter 8: Reconstruction of Dense Correspondences
  19. Chapter 9: Sensor Fusion
  20. Chapter 10: Mesh Reconstruction from a Point Cloud
  21. Chapter 11: Reconstruction of Human Motion
  22. Chapter 12: Dynamic Geometry Reconstruction
  23. Part III: Modeling Reality
  24. Chapter 13: Rigging Captured Meshes
  25. Chapter 14: Statistical Human Body Modeling
  26. Chapter 15: Cloth Modeling
  27. Chapter 16: Video-Based Character Animation
  28. Part IV: Authentic Rendering, Display, and Perception
  29. Chapter 17: Image- and Video-Based Rendering
  30. Chapter 18: Stereo 3D and Viewing Experience
  31. Chapter 19: Visual Quality Assessment
  32. Part V: Applications
  33. Chapter 20: Facial Capture and Animation in Visual E ects
  34. Chapter 21: Television and Live Broadcasting
  35. Chapter 22: Web-Based Delivery of 3D Mesh Data
  36. Chapter 23: Virtual Production
  37. Bibliography
  38. Back Cover