000 | 04117nam a22006135i 4500 | ||
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001 | 978-3-030-41816-8 | ||
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008 | 200310s2020 sz | s |||| 0|eng d | ||
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_a10.1007/978-3-030-41816-8 _2doi |
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_aReal VR - Immersive Digital Reality _h[electronic resource] : _bHow to Import the Real World into Head-Mounted Immersive Displays / _cedited by Marcus Magnor, Alexander Sorkine-Hornung. |
250 | _a1st ed. 2020. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2020. |
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300 |
_aXII, 355 p. 204 illus., 146 illus. in color. _bonline resource. |
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336 |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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490 | 1 |
_aImage Processing, Computer Vision, Pattern Recognition, and Graphics, _x3004-9954 ; _v11900 |
|
505 | 0 | _aCapture, 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. | |
520 | _aWith 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. | ||
650 | 0 |
_aComputer graphics. _94088 |
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650 | 0 |
_aComputer vision. _9165440 |
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650 | 0 |
_aUser interfaces (Computer systems). _911681 |
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650 | 0 |
_aHuman-computer interaction. _96196 |
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650 | 0 |
_aArtificial intelligence. _93407 |
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650 | 0 |
_aComputer systems. _9165441 |
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650 | 1 | 4 |
_aComputer Graphics. _94088 |
650 | 2 | 4 |
_aComputer Vision. _9165442 |
650 | 2 | 4 |
_aUser Interfaces and Human Computer Interaction. _931632 |
650 | 2 | 4 |
_aArtificial Intelligence. _93407 |
650 | 2 | 4 |
_aComputer System Implementation. _938514 |
700 | 1 |
_aMagnor, Marcus. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9165443 |
|
700 | 1 |
_aSorkine-Hornung, Alexander. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9165444 |
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710 | 2 |
_aSpringerLink (Online service) _9165445 |
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773 | 0 | _tSpringer Nature eBook | |
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_iPrinted edition: _z9783030418151 |
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_iPrinted edition: _z9783030418175 |
830 | 0 |
_aImage Processing, Computer Vision, Pattern Recognition, and Graphics, _x3004-9954 ; _v11900 _9165446 |
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