Table of Contents

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

PART 2. DESCRIPTION/ RECONSTRUCTION OF 3D SCENES

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

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

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