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Real VR – Immersive Digital Reality

How to Import the Real World into Head-Mounted Immersive Displays

  • Marcus Magnor
  • Alexander Sorkine-Hornung
Book

Part of the Lecture Notes in Computer Science book series (LNCS, volume 11900)

Also part of the Image Processing, Computer Vision, Pattern Recognition, and Graphics book sub series (LNIP, volume 11900)

Table of contents

  1. Front Matter
    Pages i-xii
  2. Capture

    1. Front Matter
      Pages 1-1
    2. Christian Richardt, James Tompkin, Gordon Wetzstein
      Pages 3-32
    3. Marco Volino, Armin Mustafa, Jean-Yves Guillemaut, Adrian Hilton
      Pages 33-64
  3. Reconstruction and Representation

    1. Front Matter
      Pages 65-65
    2. Suren Vagharshakyan, Robert Bregovic, Atanas Gotchev
      Pages 67-95
    3. Moritz Mühlhausen, Marcus Magnor
      Pages 96-108
    4. Tobias Bertel, Feng Xu, Christian Richardt
      Pages 109-131
    5. Peter Eisert, Anna Hilsmann
      Pages 167-187
    6. Thiemo Alldieck, Moritz Kappel, Susana Castillo, Marcus Magnor
      Pages 188-218
  4. Display and Perception

    1. Front Matter
      Pages 219-219
    2. Gordon Wetzstein, Anjul Patney, Qi Sun
      Pages 221-243
    3. Erdem Sahin, Jani Mäkinen, Ugur Akpinar, Yuta Miyanishi, Atanas Gotchev
      Pages 244-271
    4. Steve Grogorick, Marcus Magnor
      Pages 272-284
    5. Qi Sun, Anjul Patney, Frank Steinicke
      Pages 285-292
    6. Hansung Kim, Luca Remaggi, Philip J. B. Jackson, Adrian Hilton
      Pages 293-318
  5. Applications

    1. Front Matter
      Pages 319-319
    2. Johanna Pirker, Isabel Lesjak, Johannes Kopf, Alexander Kainz, Amir Dini
      Pages 321-336
    3. Catherine Taylor, Darren Cosker
      Pages 337-353
  6. Back Matter
    Pages 355-355

About this book

Introduction

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.

Keywords

artificial intelligence augmented reality computer vision HCI human-computer interaction image analysis image coding image processing image quality image reconstruction image segmentation imaging systems interactive computer graphics machine learning pattern recognition signal processing user interfaces virtual environments virtual reality

Editors and affiliations

  1. 1.TU BraunschweigBrunswickGermany
  2. 2.Facebook ZurichZürichSwitzerland

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-030-41816-8
  • Copyright Information Springer Nature Switzerland AG 2020
  • Publisher Name Springer, Cham
  • eBook Packages Computer Science
  • Print ISBN 978-3-030-41815-1
  • Online ISBN 978-3-030-41816-8
  • Series Print ISSN 0302-9743
  • Series Online ISSN 1611-3349
  • Buy this book on publisher's site