Real VR -- immersive digital reality : how to import the real world into head-mounted immersive displays / Marcus Magnor, Alexander Sorkine-Hornung, editors.
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 compr...
I tiakina i:
Ētahi atu kaituhi: | , |
---|---|
Hōputu: | iPukapuka |
Reo: | English |
I whakaputaina: |
Cham :
Springer,
2020.
|
Rangatū: | Lecture notes in computer science ;
11900. |
Ngā marau: | |
Urunga tuihono: | Springer eBooks |
Rārangi ihirangi:
- 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.