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PART 1. 3D ACQUISITION OF SCENES
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PART 1. 3D ACQUISITION OF SCENES
by Yannick Remion, Celine Loscos, Laurent Lucas
3D Video: From Capture to Diffusion
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
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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Chapter 1: Foundation
PART 1
3D Acquisition of Scenes
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