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Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications. Computing and Networks- Product Image
Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications. Computing and Networks- Product Image

Virtual Reality and Light Field Immersive Video Technologies for Real-World Applications. Computing and Networks

  • ID: 5359538
  • Book
  • December 2021
  • IET Books

Virtual reality (VR) refers to technologies that use headsets to generate realistic images, sounds and other sensations that replicate a real-world environment or create an imaginary setting. VR also simulates a user's physical presence in this environment. It has been defined as 'a realistic and immersive simulation of a three-dimensional 360-degree environment, created using interactive software and hardware, and experienced or controlled by movement of the body' or as an 'immersive, interactive experience generated by a computer'. In virtual reality, six degrees of freedom allow users to not only look around, but also to move around the virtual world and look from above or below objects. To have a true VR experience, the hardware must provide all 6DOF and both orientation tracking (rotational) and positional tracking (translation).

This book is addressed to video experts who want to understand the basics of 3D representations and multi-camera video processing to target new immersive media applications. Unlike single camera video coding, future VR technologies address new challenges that arise beyond compression-only, including the pre- and post-processing (depth acquisition and 3D rendering). This book is inspired by the MPEG-i (immersive media) and JPEG-PLENO (plenoptic media) standardization activities. Whenever source code (or pseudo-code) is provided to cover the core parts of the technologies.

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- Chapter 1: Immersive Video Introduction
- Chapter 2: Virtual Reality
- Chapter 3: 3D gaming and VR
- Chapter 4: Camera and Projection models
- Chapter 5: Light Equations
- Chapter 6: Kinematics
- Chapter 7: Raytracing
- Chapter 8: 2D transforms for VR with natural content
- Chapter 9: 3DoF VR with natural content
- Chapter 10: VR goggles
- Chapter 11: 6DoF navigation
- Chapter 12: Towards 6DoF with Image-Based rendering
- Chapter 13: Multi-camera acquisition systems
- Chapter 14: 3D Light Field Displays
- Chapter 15: Visual Media Compression
- Chapter 16: Conclusion and Future Perspectives
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Gauthier Lafruit
Mehrdad Panaphour Tehrani
Note: Product cover images may vary from those shown
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