Real VR - Immersive Digital Reality

How to Import the Real World into Head-Mounted Immersive Displays
 
 
Springer (Verlag)
  • 1. Auflage
  • |
  • erschienen am 11. März 2020
 
  • Buch
  • |
  • Softcover
  • |
  • 368 Seiten
978-3-030-41815-1 (ISBN)
 
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 ¿eld. Written by and for scientists, engineers, and practitioners, this book is the de¿nitive reference for anyone interested in ¿nding out about how to import the real world into head-mounted displays.
1st ed. 2020
  • Englisch
  • Cham
  • |
  • Schweiz
Springer International Publishing
  • Für Beruf und Forschung
  • 58 s/w Abbildungen, 146 farbige Abbildungen
  • |
  • 146 Illustrations, color; 58 Illustrations, black and white; XII, 355 p. 204 illus., 146 illus. in color.
  • Höhe: 233 mm
  • |
  • Breite: 154 mm
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  • Dicke: 25 mm
  • 573 gr
978-3-030-41815-1 (9783030418151)
10.1007/978-3-030-41816-8
weitere Ausgaben werden ermittelt

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.

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