Real VR - Immersive Digital Reality How to Import the Real World into Head-Mounted Immersive Displays / [electronic resource] : edited by Marcus Magnor, Alexander Sorkine-Hornung. - 1st ed. 2020. - XII, 355 p. 204 illus., 146 illus. in color. online resource. - Image Processing, Computer Vision, Pattern Recognition, and Graphics, 11900 3004-9954 ; . - Image Processing, Computer Vision, Pattern Recognition, and Graphics, 11900 .

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.

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 field. Written by and for scientists, engineers, and practitioners, this book is the definitive reference for anyone interested in finding out about how to import the real world into head-mounted displays.

9783030418168

10.1007/978-3-030-41816-8 doi


Computer graphics.
Computer vision.
User interfaces (Computer systems).
Human-computer interaction.
Artificial intelligence.
Computer systems.
Computer Graphics.
Computer Vision.
User Interfaces and Human Computer Interaction.
Artificial Intelligence.
Computer System Implementation.

T385

006.6