By Laurent Lucas, Céline Loscos, Yannick Rémion
While 3D imaginative and prescient has existed for a few years, using 3D cameras and video-based modeling by way of the movie has precipitated an explosion of curiosity for 3D acquisition know-how, 3D content material and 3D screens. As such, 3D video has turn into one of many new know-how tendencies of this century.
The chapters during this booklet disguise a wide spectrum of parts hooked up to 3D video, that are offered either theoretically and technologically, whereas taking into consideration either physiological and perceptual points. Stepping clear of conventional 3D imaginative and prescient, the authors, all at the moment desirous about those parts, give you the important parts for knowing the underlying computer-based technology of those applied sciences. they think about purposes and views formerly unexplored because of technological limitations.
This ebook publications the reader throughout the creation technique of 3D movies; from acquisition, via information therapy and illustration, to 3D diffusion. various kinds of digicam structures are...
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Whereas 3D imaginative and prescient has existed for a few years, using 3D cameras and video-based modeling through the movie has brought on an explosion of curiosity for 3D acquisition expertise, 3D content material and 3D screens. As such, 3D video has turn into one of many new expertise developments of this century. The chapters during this e-book disguise a wide spectrum of parts attached to 3D video, that are offered either theoretically and technologically, whereas taking into consideration either physiological and perceptual elements.
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Additional resources for 3D Video. From Capture to Diffusion
Chapter 17 focuses on the delicate problem of 2D-to-3D conversion which remains in between technology and the arts where human intervention remains indispensable. The practical implementation of all these technologies and their applications are considered in Part 5, the final part of this book. Aspects relating to data mining (Chapter 18), high dynamic range videos (Chapter 19), biomedical visualization (chapter 20) and sport scene reconstruction (Chapter 21) are covered. This final part is concluded by an overview of experiments in live recording and transmitting of 3D stereoscopic videos (Chapter 22).
3. 4. 5. 6. 7. Bibliography PART 5. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 1. 2. 3. 4. 5. 1. 2. 3. 4. 5. 6. 1. 2. 3. 4. 5. 6. 1. 2. 3. 4. 5. 6. 7. 8. Bibliography Conclusion List of Authors Index First published 2013 in Great Britain and the United States by ISTE Ltd and John Wiley & Sons, Inc. Apart from any fair dealing for the purposes of research or private study, or criticism or review, as permitted under the Copyright, Designs and Patents Act 1988, this publication may only be reproduced, stored or transmitted, in any form or by any means, with the prior permission in writing of the publishers, or in the case of reprographic reproduction in accordance with the terms and licenses issued by the CLA.
The public is omnivorous, consuming all kinds of images, no longer knowing whether they are from a dark room, a small screen or even a video game. This requires an abundance of pixels, bright, life-like colors and multi-sensory interaction and interactive and 3D animation, particularly when their counterparts exist in real-life but are transformed by video, as discussed in this book. It is this which allows us to trace the progression of 3D, which has affected the entire chain of production for digital images.
3D Video. From Capture to Diffusion by Laurent Lucas, Céline Loscos, Yannick Rémion