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, etc. 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.
Edited by:
Marcus Magnor, Alexander Sorkine-Hornung Imprint: Springer Nature Switzerland AG Country of Publication: Switzerland Edition: 1st ed. 2020 Volume: 11900 Dimensions:
Height: 235mm,
Width: 155mm,
Weight: 563g ISBN:9783030418151 ISBN 10: 3030418154 Series:Image Processing, Computer Vision, Pattern Recognition, and Graphics Pages: 355 Publication Date:11 March 2020 Audience:
Professional and scholarly
,
Undergraduate
Format:Paperback Publisher's Status: Active
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.