Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications.
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Main Author: | |
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Corporate Author: | |
Other Authors: | |
Format: | Electronic eBook |
Language: | English |
Published: |
London, United Kingdom :
Institution of Engineering & Technology,
2022.
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Series: | Computing and Networks
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Subjects: | |
Online Access: | Connect to this title online (unlimited simultaneous users allowed; 365 uses per year) |
Table of Contents:
- Machine generated contents note: 1. Immersive video introduction
- References
- 2. Virtual reality
- 2.1. Introduction/history
- 2.2. challenge of three to six degrees of freedom
- 2.3. challenge of stereoscopic to holographic vision
- References
- 3. 3D gaming and VR
- 3.1. OpenGLinVR
- 3.2. 3D data representations
- 3.2.1. Triangular meshes
- 3.2.2. Subdivision surfaces and Bezier curves
- 3.2.3. Textures and cubemaps
- 3.3. OpenGL pipeline
- References
- 4. Camera and projection models
- 4.1. Mathematical preliminaries
- 4.2. pinhole camera model
- 4.3. Intrinsics of the pinhole camera
- 4.4. Projection matrices
- 4.4.1. Mathematical derivation of projection matrices
- 4.4.2. Characteristics of the projection matrices
- References
- 5. Light equations
- 5.1. Light contributions
- 5.1.1. Emissive light source
- 5.1.2. Ambient light
- 5.1.3. Diffuse light
- 5.1.4. Specular light
- 5.2. Physically correct light models
- 5.3. Light models for transparent materials
- 5.4. Shadows rendering
- 5.5. Mesh-based 3D rendering with light equations
- 5.5.1. Gouraud shading
- 5.5.2. Phong shading
- 5.5.3. Bump mapping
- 5.5.4. 3D file formats
- References
- 6. Kinematics
- 6.1. Rigid body animations
- 6.1.1. Rotations with Euler angles
- 6.1.2. Rotations around an arbitrary axis
- 6.1.3. ModelView transformation
- 6.2. Quaternions
- 6.2.1. Spherical linear interpolation
- 6.3. Deformable body animations
- 6.3.1. Keyframes and inverse kinematics
- 6.3.2. Clothes animation
- 6.3.3. Particle systems
- 6.4. Collisions in the physics engine
- 6.4.1. Collision of a triangle with a plane
- 6.4.2. Collision between two spheres, only one moving
- 6.4.3. Collision of two moving spheres
- 6.4.4. Collision of a sphere with a plane
- 6.4.5. Collision of a sphere with a cube
- 6.4.6. Separating axes theorem and bounding boxes
- References
- 7. Raytracing
- 7.1. Raytracing complexity
- 7.2. Raytracing with analytical objects
- 7.3. VR challenges
- References
- 8. 2D transforms for VR with natural content
- 8.1. affine transform
- 8.2. homography
- 8.3. Homography estimation
- 8.4. Feature points and RANSAC outliers for panoramic stitching
- 8.5. Homography and affine transform revisited
- 8.6. Pose estimation for AR
- References
- 9. 3DoF VR with natural content
- 9.1. Stereoscopic viewing
- 9.2. 360 panoramas
- 9.2.1. 360 panoramas with planar reprojections
- 9.2.2. Cylindrical and spherical 360 panoramas
- 9.2.3. 360 panoramas with equirectangular projection images
- References
- 10. VR goggles
- 10.1. Wide angle lens distortion
- 10.1.1. Wide angle lens model
- 10.1.2. Radial distortion model
- 10.1.3. VR goggles pre-distortion
- 10.2. Asynchronous high frame rate rendering
- 10.3. Stereoscopic time warping
- 10.4. Advanced HMD rendering
- 10.4.1. Optical systems
- 10.4.2. Eye accommodation
- References
- 11. 6DoF navigation
- 11.1. 6DoF with point clouds
- 11.2. Active depth sensing
- 11.3. Time of flight
- 11.3.1. Phase from a modulated light source
- 11.3.2. Structured light
- 11.3.3. Phase from interferometry
- 11.4. Point cloud registration and densification
- 11.4.1. Photogrammetry
- 11.4.2. SLAM navigational applications
- 11.5. 3D rendering of point clouds
- 11.5.1. Poisson reconstruction
- 11.5.2. Splatting
- References
- 12. Towards 6DoF with image-based rendering
- 12.1. Introduction
- 12.2. Finding relative camera positions
- 12.2.1. Epipolar geometry
- 12.2.2. Rotation and translation from the essential and fundamental matrices
- 12.2.3. Epipolar line equation
- 12.2.4. Extrinsics with checkerboard calibration
- 12.2.5. Extrinsics with sparse bundle adjustment
- 12.2.6. Depth estimation
- 12.2.7. Stereo matching
- 12.2.8. Depth quantization
- 12.2.9. Stereo matching and cost volumes
- 12.2.10. Occlusions
- 12.2.11. Stereo matching with adaptive windows around depth discontinuities
- 12.2.12. Stereo matching with priors
- 12.2.13. Uniform texture regions
- 12.2.14. Epipolar plane image with multiple images
- 12.2.15. Plane sweeping
- 12.3. Graph cut
- 12.3.1. binary graph cut
- 12.4. MPEG reference depth estimation
- 12.5. Depth estimation challenges
- 12.6. 6DoF view synthesis with depth image-based rendering
- 12.6.1. Morphing without depth
- 12.6.2. Nyquist-Whittaker-Shannon and Petersen-Middleton in DIBR view synthesis
- 12.6.3. Depth-based 2D pixel to 3D point reprojections
- 12.6.4. Splatting and hole filling
- 12.6.5. Super-pixels and hole filling
- 12.6.6. Depth reliability in view synthesis
- 12.6.7. MPEG-I view synthesis with estimated depth maps
- 12.6.8. MPEG-I view synthesis with sensed depth maps
- 12.6.9. Depth layered images-Google
- 12.7. Use case I: view synthesis in holographic stereograms
- 12.8. Use case II: view synthesis in integral photography
- 12.9. Difference between PCC and DIBR
- References
- 13. Multi-camera acquisition systems
- 13.1. Stereo vision
- 13.2. Multiview vision
- 13.2.1. Geometry correction for camera array
- 13.2.2. Colour correction for camera array
- 13.3. Plenoptic imaging
- 13.3.1. Processing tools for plenoptic camera
- 13.3.2. Conversion from Lenslet to Multi view images for plenoptic camera 1.0
- References
- 14. 3D light field displays
- 14.1. 3D TV
- 14.2. Eye vision
- 14.3. Surface light field system
- 14.4. 1D-II 3D display system
- 14.5. Integral photography
- 14.6. Real-time free viewpoint television
- 14.7. SMV256
- 14.8. Light field video camera system
- 14.9. Multipoint camera and microphone system
- 14.10. Walk-through system
- 14.11. Ray emergent imaging (REI)
- 14.12. Holografika
- 14.13. Light field 3D display
- 14.14. Aktina Vision
- 14.15. IP by 3D VIVANT
- 14.16. Projection type IP
- 14.17. Tensor display
- 14.18. Multi-, plenoptic-, coded-aperture-, multi-focus-camera to tensor display system
- 14.19. 360° light field display
- 14.20. 360° mirror scan
- 14.21. Seelinder
- 14.22. Holo Table
- 14.23. fVisiOn
- 14.24. Use cases of virtual reality systems
- 14.24.1. Public use cases
- 14.24.2. Professional use cases
- 14.24.3. Scientific use cases
- References
- 15. Visual media compression
- 15.1. 3D video compression
- 15.1.1. Image and video compression
- 15.2. MPEG standardization and compression with 2D video codecs
- 15.2.1. Cubemap video
- 15.2.2. Multiview video and depth compression (3D-HEVC)
- 15.2.3. Dense light field compression
- 15.3. Future challenges in 2D video compression
- 15.4. MPEG codecs for 3D immersion
- 15.4.1. Point cloud coding with 2D video codecs
- 15.4.2. MPEG immersive video compression
- 15.4.3. Visual volumetric video coding
- 15.4.4. Compression for light field displays
- References
- 16. Conclusion and future perspectives.