rdf-syntax-grammar
mods:
  schema location: http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
  title info:
    title: Digital representations of the real world
    sub title: how to capture, model, and render visual reality
  name:
    name part: Magnor, Marcus A. (Marcus Andreas)
    name part: 1972-
    role:
      role term: editor.
  name:
    name part: Grau, Oliver
    role:
      role term: editor.
  name:
    name part: Sorkine-Hornung, Olga
    name part: 1981-
    role:
      role term: editor.
  name:
    name part: Theobalt, Christian
    role:
      role term: editor.
  type of resource: text
  genre: bibliography
  origin info:
    place:
      place term: flu
    date issued: 2015
    issuance: monographic
  language:
    language term: eng
  physical description:
    form: remote
    extent: 1 online resource
  abstract: As much as we need computer graphics to generate artificial images (e.g., alien weapons, talking hamsters), we also need digital models of real-world objects for a variety of applications (e.g., digitized cities for online maps, food for commercials, planes for film stunts, cars for virtual reality). This book presents the state-of-the-art research into how complex, real-world scenes are digitized to create realistic virtual worlds. It covers the entire pipeline from acquisition, data processing, and modeling to content editing, photorealistic rendering, and user interaction.
  table of contents: Part I: Acquiring the Real World; Chapter 1: Camera Sensor Pipeline; Chapter 2: Stereo and Multi-View Video; Chapter 3: Omni-Directional Video; Chapter 4: Range Imaging; Chapter 5: Plenoptic Cameras; Chapter 6: Illumination and Light Transport; Part II: Reconstruction-Data Processing Techniques; Chapter 7: Camera Registration from Images and Video; Chapter 8: Reconstruction of Dense Correspondences; Chapter 9: Sensor Fusion; Chapter 10: Mesh Reconstruction from a Point Cloud.
  table of contents: Chapter 11: Reconstruction of Human MotionChapter 12: Dynamic Geometry Reconstruction; Part III: Modeling Reality; Chapter 13: Rigging Captured Meshes; Chapter 14: Statistical Human Body Modeling; Chapter 15: Cloth Modeling; Chapter 16: Video-Based Character Animation; Part IV: Authentic Rendering, Display, and Perception; Chapter 17: Image- and Video-Based Rendering; Chapter 18: Stereo 3D and Viewing Experience; Chapter 19: Visual Quality Assessment; Part V: Applications; Chapter 20: Facial Capture and Animation in Visual E ects; Chapter 21: Television and Live Broadcasting; Chapter 22: Web-Based Delivery of 3D Mesh Data; Chapter 23: Virtual Production.
  note: edited by Marcus A. Magnor, Oliver Grau, Olga Sorkine-Hornung, Christian Theobalt.
  note: Includes bibliographical references and index.
  subject:
    topic: Computer animation
  subject:
    topic: Computer graphics
  subject:
    topic: Three-dimensional imaging
  subject:
    topic: Computer Graphics
  subject:
    topic: Imaging, Three-Dimensional
  subject:
    topic: Animation par ordinateur
  subject:
    topic: Infographie
  subject:
    topic: Imagerie tridimensionnelle
  subject:
    topic: computer animation
  subject:
    topic: computer graphics
  subject:
    topic: three-dimensional
  subject:
    topic: COMPUTERS
    topic: General
  subject:
    topic: Three-dimensional imaging
  subject:
    topic: Computer animation
  subject:
    topic: Computer graphics
  classification: T385 .D54 2015ev
  classification: 006.6
  related item:
    title info:
      title: Digital Representation of the Real World
  identifier: 9781482243826
  identifier: 1482243822
  identifier: 1482243814
  identifier: 9781482243819
  identifier: CL0500000590 Safari Books Online
  identifier: https://proxy.library.tamu.edu/login
  record info:
    record content source: N$T
    record creation date: 150226
    record change date: 20260123213413.8
    record identifier: in00004667353
    language of cataloging:
      language term: eng