Digital Representations of the Real World

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3D modeling techniques
advanced 3D scene digitisation techniques
calibration
camera
Camera Calibration
Camera Pose
Category=UGK
Category=UYV
cloud
computer graphics methods
computer graphics pipeline
computer vision algorithms
Dense
depth
Depth Map
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Essential Matrix
Exposure Time
field
flow
Free Viewpoint Video
Fundamental Matrix
Image Coordinates
image- and video-based rendering
immersive visualisation
Lens Distortion
light
Light Field
map
Mesh Sequences
Motion Capture
multi-view geometry
optical
Optical Flow
photogrammetry
Photometric Stereo
Photon Mapping
Plenoptic Function
point
Point Clouds
Real World Scenes
RGB
RGB Camera
scene reconstruction approaches
sensors for capturing 3D scenes
structured light scanning
surface reconstruction
ToF Camera
Tv Production
Vice Versa
video acquisition technology
visual computing
Visual Hull
visual perception
Visual Realism in Computer Graphics
volumetric capture

Product details

  • ISBN 9781482243819
  • Weight: 1114g
  • Dimensions: 235 x 191mm
  • Publication Date: 07 May 2015
  • Publisher: Apple Academic Press Inc.
  • Publication City/Country: CA
  • Product Form: Hardback
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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.

Marcus A. Magnor, Oliver Grau, Olga Sorkine-Hornung, Christian Theobalt