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Multi Camera Reconstruction And Rendering For Free Viewpoint Video


Multi Camera Reconstruction And Rendering For Free Viewpoint Video
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Multi Camera Reconstruction And Rendering For Free Viewpoint Video


Multi Camera Reconstruction And Rendering For Free Viewpoint Video
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Author : Bastian Goldlücke
language : en
Publisher: Cuvillier Verlag
Release Date : 2005

Multi Camera Reconstruction And Rendering For Free Viewpoint Video written by Bastian Goldlücke and has been published by Cuvillier Verlag this book supported file pdf, txt, epub, kindle and other format this book has been release on 2005 with categories.




Digital Representations Of The Real World


Digital Representations Of The Real World
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Author : Marcus A. Magnor
language : en
Publisher: CRC Press
Release Date : 2015-05-07

Digital Representations Of The Real World written by Marcus A. Magnor and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-05-07 with Computers categories.


Create Genuine Visual Realism in Computer Graphics Digital Representations of the Real World: How to Capture, Model, and Render Visual Reality explains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of ne



Mediasync


Mediasync
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Author : Mario Montagud
language : en
Publisher: Springer
Release Date : 2018-03-26

Mediasync written by Mario Montagud and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-03-26 with Computers categories.


This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users’ perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences.



Image And Geometry Processing For 3 D Cinematography


Image And Geometry Processing For 3 D Cinematography
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Author : Rémi Ronfard
language : en
Publisher: Springer Science & Business Media
Release Date : 2010-06-29

Image And Geometry Processing For 3 D Cinematography written by Rémi Ronfard and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2010-06-29 with Mathematics categories.


papers, illustrated with examples. They include wavelet bases, implicit functions de ned on a space grid, etc. It appears that a common pattern is the recovery of a controllable model of the scene, such that the resulting images can be edited (interaction). Changing the viewpoint is only one (important) aspect, but changing the lighting and action is equally important [2]. Recording and representing three-dimensional scenes is an emerging technology made possible by the convergence of optics, geometry and computer science, with many applications in the movie industry, and more generally in entertainment. Note that the invention of cinema (camera and projector) was also primarily a scienti c invention that evolved into an art form. We suspect the same thing will probably happen with 3-D movies. 3 Book Contents The book is composed of 12 chapters, which elaborate on the content of talks given at the BANFF workshop. The chapters are organized into three sections. The rst section presents an overview of the inter-relations between the art of cinemat- raphy and the science of image and geometry processing; the second section is devoted to recent developments in geometry; and the third section is devoted to recent developmentsin image processing. 3.1 3-D Cinematography and Applications The rst section of the book presents an overview of the inter-relations between the art of cinematography and the science of image and geometry processing.



Animation And Performance Capture Using Digitized Models


Animation And Performance Capture Using Digitized Models
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Author : Edilson de Aguiar
language : en
Publisher: Springer Science & Business Media
Release Date : 2009-12-08

Animation And Performance Capture Using Digitized Models written by Edilson de Aguiar and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-12-08 with Computers categories.


The realistic generation of virtual doubles of real-world actors has been the focus of computer graphics research for many years. However, some problems still remain unsolved: it is still time-consuming to generate character animations using the traditional skeleton-based pipeline, passive performance capture of human actors wearing arbitrary everyday apparel is still challenging, and until now, there is only a limited amount of techniques for processing and modifying mesh animations, in contrast to the huge amount of skeleton-based techniques. In this thesis, we propose algorithmic solutions to each of these problems. First, two efficient mesh-based alternatives to simplify the overall character animation process are proposed. Although abandoning the concept of a kinematic skeleton, both techniques can be directly integrated in the traditional pipeline, generating animations with realistic body deformations. Thereafter, three passive performance capture methods are presented which employ a deformable model as underlying scene representation. The techniques are able to jointly reconstruct spatio-temporally coherent time-varying geometry, motion, and textural surface appearance of subjects wearing loose and everyday apparel. Moreover, the acquired high-quality reconstructions enable us to render realistic 3D Videos. At the end, two novel algorithms for processing mesh animations are described. The first one enables the fully-automatic conversion of a mesh animation into a skeletonbased animation and the second one automatically converts a mesh animation into an animation collage, a new artistic style for rendering animations. The methods described in the thesis can be regarded as solutions to specific problems or important building blocks for a larger application. As a whole, they form a powerful system to accurately capture, manipulate and realistically render realworld human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying details and the texture information of a real human performing, and transform it into a fully-rigged character animation, that can be directly used by an animator, or use it to realistically display the actor from arbitrary viewpoints.



Proceedings


Proceedings
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Author :
language : en
Publisher:
Release Date : 2003

Proceedings written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with Computer graphics categories.




Advances In Multimedia Information Processing Pcm 2004


Advances In Multimedia Information Processing Pcm 2004
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Author : Kiyoharu Aizawa
language : en
Publisher: Springer Science & Business Media
Release Date : 2004-11-23

Advances In Multimedia Information Processing Pcm 2004 written by Kiyoharu Aizawa and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2004-11-23 with Computers categories.


Welcome to the proceedings of the 5th Paci?c Rim Conference on Multimedia (PCM 2004) held in Tokyo Waterfront City, Japan, November 30–December 3, 2004. Following the success of the preceding conferences, PCM 2000 in Sydney, PCM 2001 in Beijing, PCM 2002 in Hsinchu, and PCM 2003 in Singapore, the ?fth PCM brought together the researchers, developers, practitioners, and educators in the ?eld of multimedia. Theoretical breakthroughs and practical systems were presented at this conference, thanks to the support of the IEEE Circuits and Systems Society, IEEE Region 10 and IEEE Japan Council, ACM SIGMM, IEICE and ITE. PCM2004featuredacomprehensiveprogramincludingkeynotetalks,regular paperpresentations,posters,demos,andspecialsessions.Wereceived385papers andthenumberofsubmissionswasthelargestamongrecentPCMs.Amongsuch a large number of submissions, we accepted only 94 oral presentations and 176 poster presentations. Seven special sessions were also organized by world-leading researchers. We kindly acknowledge the great support provided in the reviewing of submissions by the program committee members, as well as the additional reviewers who generously gave their time. The many useful comments provided by the reviewing process must have been very valuable for the authors’ work. Thisconferencewouldneverhavehappenedwithoutthehelpofmanypeople. We greatly appreciate the support of our strong organizing committee chairs and advisory chairs. Among the chairs, special thanks go to Dr. Ichiro Ide and Dr. Takeshi Naemura who smoothly handled publication of the proceedings with Springer. Dr. Kazuya Kodama did a fabulous job as our Web master.



Computer Vision Eccv 2024


Computer Vision Eccv 2024
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Author : Aleš Leonardis
language : en
Publisher: Springer Nature
Release Date : 2024-12-04

Computer Vision Eccv 2024 written by Aleš Leonardis and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-12-04 with Computers categories.


The multi-volume set of LNCS books with volume numbers 15059 up to 15147 constitutes the refereed proceedings of the 18th European Conference on Computer Vision, ECCV 2024, held in Milan, Italy, during September 29–October 4, 2024. The 2387 papers presented in these proceedings were carefully reviewed and selected from a total of 8585 submissions. The papers deal with topics such as computer vision; machine learning; deep neural networks; reinforcement learning; object recognition; image classification; image processing; object detection; semantic segmentation; human pose estimation; 3d reconstruction; stereo vision; computational photography; neural networks; image coding; image reconstruction; motion estimation.



Connected Media In The Future Internet Era


Connected Media In The Future Internet Era
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Author : Ahmet Kondoz
language : en
Publisher: Springer
Release Date : 2016-10-08

Connected Media In The Future Internet Era written by Ahmet Kondoz and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-10-08 with Technology & Engineering categories.


This book describes recent innovations in 3D media and technologies, with coverage of 3D media capturing, processing, encoding, and adaptation, networking aspects for 3D Media, and quality of user experience (QoE). The contributions are based on the results of the FP7 European Project ROMEO, which focuses on new methods for the compression and delivery of 3D multi-view video and spatial audio, as well as the optimization of networking and compression jointly across the future Internet. The delivery of 3D media to individual users remains a highly challenging problem due to the large amount of data involved, diverse network characteristics and user terminal requirements, as well as the user’s context such as their preferences and location. As the number of visual views increases, current systems will struggle to meet the demanding requirements in terms of delivery of consistent video quality to fixed and mobile users. ROMEO will present hybrid networking solutions that combine the DVB-T2 and DVB-NGH broadcast access network technologies together with a QoE aware Peer-to-Peer (P2P) distribution system that operates over wired and wireless links. Live streaming 3D media needs to be received by collaborating users at the same time or with imperceptible delay to enable them to watch together while exchanging comments as if they were all in the same location. This book is the last of a series of three annual volumes devoted to the latest results of the FP7 European Project ROMEO. The present volume provides state-of-the-art information on 3D multi-view video, spatial audio networking protocols for 3D media, P2P 3D media streaming, and 3D Media delivery across heterogeneous wireless networks among other topics. Graduate students and professionals in electrical engineering and computer science with an interest in 3D Future Internet Media will find this volume to be essential reading.



Multimedia Networking And Coding


Multimedia Networking And Coding
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Author : Farrugia, Reuben A.
language : en
Publisher: IGI Global
Release Date : 2012-12-31

Multimedia Networking And Coding written by Farrugia, Reuben A. and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-12-31 with Computers categories.


Advances in multimedia communication systems have enhanced the need for improved video coding standards. Due to the inherent nature of video content, large bandwidths and reliable communication links are required to ensure a satisfactory level of quality experience; inspiring industry and research communities to concentrate their efforts in this emerging research area. Multimedia Networking and Coding covers widespread knowledge and research as well as innovative applications in multimedia communication systems. This book highlights recent techniques that can evolve into future multimedia communication systems, also showing experimental results from systems and applications.