Log In
Or create an account -> 
Imperial Library
  • Home
  • About
  • News
  • Upload
  • Forum
  • Help
  • Login/SignUp

Index
Cover Contents Title Page Copyright Foreword Notations Acknowledgments Introduction PART 1. 3D ACQUISITION OF SCENES
Chapter 1: Foundation
1.1 Introduction 1.2 A short history 1.3. Stereopsis and 3D physiological aspects 1.4. 3D computer vision 1.5. Conclusion 1.6. Bibliography
Chapter 2: Digital Cameras: Definitions and Principles
2.1. Introduction 2.2. Capturing light: physical fundamentals 2.3. Digital camera 2.4. Cameras, human vision and color 2.5. Improving current performance 2.6. Conclusion 2.7. Bibliography
Chapter 3: Multiview Acquisition Systems
3.1. Introduction: what is a multiview acquisition system? 3.2. Binocular systems 3.3. Lateral or directional multiview systems 3.4. Global or omnidirectional multiview systems 3.5. Conclusion 3.6. Bibliography
Chapter 4: Shooting and Viewing Geometries in 3DTV
4.1. Introduction 4.2. The geometry of 3D viewing 4.3. The geometry of 3D shooting 4.4. Geometric impact of the 3D workflow 4.5. Specification methodology for multiscopic shooting 4.6. OpenGL implementation 4.7. Conclusion 4.8. Bibliography
Chapter 5: Camera Calibration: Geometric and Colorimetric Correction
5.1. Introduction 5.2. Camera calibration 5.3. Radial distortion 5.4. Image rectification 5.5. Colorimetric considerations in cameras 5.6. Conclusion 5.7. Bibliography
Chapter 6: Feature Points Detection and Image Matching
6.1. Introduction 6.2. Feature points 6.3. Feature point descriptors 6.4. Image matching 6.5. Conclusion 6.6. Bibliography
PART 2. DESCRIPTION/RECONSTRUCTION OF 3D SCENES
Chapter 7: Multi- and Stereoscopic Matching,Depth and Disparity
7.1. Introduction 7.2. Difficulties, primitives and stereoscopic matching 7.3. Simplified geometry and disparity 7.4. A description of stereoscopic and multiscopic methods 7.5. Methods for explicitly accounting for occlusions 7.6. Conclusion 7.7. Bibliography
Chapter 8: 3D Scene Reconstruction and Structuring
8.1. Problems and challenges 8.2. Silhouette-based reconstruction 8.3. Industrial application 8.4. Temporally structuring reconstructions 8.5. Conclusion 8.6. Bibliography
Chapter 9: Synthesizing Intermediary Viewpoints
9.1. Introduction 9.2. Viewpoint synthesis by interpolation and extrapolation 9.3. Inpainting uncovered zones 9.4. Conclusion 9.5. Bibliography
PART 3. STANDARDS AND COMPRESSION OF 3D VIDEO
Chapter 10: Multiview Video Coding (MVC)
10.1. Introduction 10.2. Specific approaches to stereoscopy 10.3. Multiview approaches 10.4. Conclusion 10.5. Bibliography
Chapter 11: 3D Mesh Compression
11.1. Introduction 11.2. Compression basics: rate-distortion trade-off 11.3. Multiresolution coding of surface meshes 11.4. Topological and progressive coding 11.5. Mesh sequence compression 11.6. Quality evaluation: classic and perceptual metrics 11.7. Conclusion 11.8. Bibliography
Chapter 12: Coding Methods for Depth Videos
12.1. Introduction 12.2. Analyzing the characteristics of a depth map 12.3. Depth coding methods 12.4. Conclusion 12.5. Bibliography
Chapter 13: StereoscopicWatermarking
13.1. Introduction 13.2. Constraints of stereoscopic video watermarking 13.3. State of the art for stereoscopic content watermarking 13.4. Comparative study 13.5. Conclusions 13.6. Bibliography
PART 4. RENDERING AND 3D DISPLAY
Chapter 14: HD 3DTV and Autostereoscopy
14.1. Introduction 14.2. Technological principles 14.3. Design of mixing filters 14.4. View generation and interleaving 14.5. Future developments 14.6. Conclusion 14.7. Bibliography
Chapter 15: Augmented and/or Mixed Reality
15.1. Introduction 15.2. Real-time pose computation 15.3. Model acquisition 15.4. Conclusion 15.5. Bibliography
Chapter 16: Visual Comfort and Fatigue in Stereoscopy
16.1. Introduction 16.2. Visual comfort and fatigue: definitions and indications 16.3. Signs and symptoms of fatigue and discomfort 16.4. Sources of visual fatigue and discomfort 16.5. Application to 3D content and technologies 16.6. Predicting visual fatigue and discomfort: first models 16.7. Conclusion 16.8. Bibliography
Chapter 17: 2D–3D Conversion
17.1. Introduction 17.2. The 2D–3D conversion workflow 17.3. Preparing content for conversion 17.4. Conversion stages 17.5. 3D–3D conversion 17.6. Conclusion 17.7. Bibliography
PART 5. IMPLEMENTATION AND OUTLETS
Chapter 18: 3D Model Retrieval
18.1. Introduction 18.2. General principles of shape retrieval 18.3. Global 3D shape descriptors 18.4. 2D view oriented methods 18.5. Local 3D shape descriptors 18.6. Similarity between 3D shapes 18.7. Shape recognition in 3D video 18.8. Evaluation of the performance of indexing methods 18.9. Applications 18.10. Conclusion 18.11. Bibliography
Chapter 19: 3D HDR Images and Videos: Acquisition and Restitution
19.1. Introduction 19.2. HDR and 3D acquisition 19.3. 3D HDR restitution 19.4. Conclusion 19.5. Bibliography
Chapter 20: 3D Visualization for Life Sciences
20.1. Introduction 20.2. Scientific visualization 20.3. Medical imaging 20.4. Molecular modeling 20.5. Conclusion 20.6. Bibliography
Chapter 21: 3D Reconstruction of Sport Scenes
21.1. Introduction 21.2. Automatic selection of a region of interest (ROI) 21.3. The Hough transform 21.4. Matching image features to the geometric model 21.5. Conclusion 21.6. Bibliography
Chapter 22: Experiments in Live Capture and Transmission of Stereoscopic 3D Video Images
22.1. Introduction 22.2. Retransmissions of various shows 22.3. Retransmissions of surgical operations 22.4. Retransmissions of "steadicam" interviews 22.5. Retransmission of a transatlantic video presentation 22.6. Retransmissions of bicycle races 22.7. Conclusion 22.8. Bibliography
Conclusion List of Authors Index
  • ← Prev
  • Back
  • Next →
  • ← Prev
  • Back
  • Next →

Chief Librarian: Las Zenow <zenow@riseup.net>
Fork the source code from gitlab
.

This is a mirror of the Tor onion service:
http://kx5thpx2olielkihfyo4jgjqfb7zx7wxr3sd4xzt26ochei4m6f7tayd.onion