A K Peters/CRC Press
455 pages | 137 Color Illus.
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.
"The scope and breadth of the techniques and systems used to capture, model, and render realistic simulacra of 3D scenes is quite daunting and can be a challenge for newcomers. This book provides an excellent introduction to and survey of this diverse field, written by some of the foremost researchers and practitioners in the field. Whether you are a novice or an experienced veteran, you are sure to discover a wealth of useful and inspiring information in these pages."
—From the Foreword by Richard Szeliski, Microsoft Research
Acquiring the Real World
Camera Sensor Pipeline Jan Kautz, Hendrik P.A. Lensch, Céline Loscos, and Philippe Bekaert
Stereo and Multi-View Video Laurent Lucas, Céline Loscos, Philippe Bekaert, and Adrian Hilton
Omni-Directional Video Peter Eisert and Philippe Bekaert
Range Imaging Andreas Kolb and Fabrizio Pece
Plenoptic Cameras Bastian Goldlücke, Oliver Klehm, Sven Wanner, and Elmar Eisemann
Illumination and Light Transport Martin Fuchs and Hendrik P.A. Lensch
Reconstruction—Data Processing Techniques
Camera Registration from Images and Video Jan-Michael Frahm and Enrique Dunn
Reconstruction of Dense Correspondences Martin Eisemann, Jan-Michael Frahm, Yannick Remion, and Muhannad Ismaël
Sensor Fusion Andreas Kolb, Jiejie Zhu, and Ruigang Yang
Mesh Reconstruction from a Point Cloud Tamy Boubekeur
Reconstruction of Human Motion Yebin Liu, Juergen Gall, Céline Loscos, and Qionghai Dai
Dynamic Geometry Reconstruction Edmond Boyer, Adrian Hilton, and Céline Loscos
Rigging Captured Meshes Kiran Varanasi and Edilson de Aguiar
Statistical Human Body Modeling Stefanie Wuhrer, Leonid German, and Bodo Rosenhahn
Cloth Modeling Anna Hilsmann, Michael Stengel, and Lorenz Rogge
Video-Based Character Animation Dan Casas, Peng Huang, and Adrian Hilton
Authentic Rendering, Display, and Perception
Image- and Video-Based Rendering Christian Lipski, Anna Hilsmann, Carsten Dachsbacher, and Martin Eisemann
Stereo 3D and Viewing Experience Kai Ruhl
Visual Quality Assessment Holly Rushmeier
Facial Capture and Animation in Visual Effects Darren Cosker, Peter Eisert, and Volker Helzle
Television and Live Broadcasting Graham Thomas, Philippe Bekaert, and Robert Dawes
Web-Based Delivery of 3D Mesh Data Max Limper, Johannes Behr, and Dieter W. Fellner
Virtual Production Volker Helzle, Oliver Grau, and Thomas Knop