Immersive Video Technologies
Editat de Giuseppe Valenzise, Martin Alain, Emin Zerman, Cagri Ozcinaren Limba Engleză Paperback – 5 oct 2022
From capture to representation, coding, and display, video technologies have been evolving significantly and in many different directions over the last few decades, with the ultimate goal of providing a truly immersive experience to users. After setting up a common background for these technologies, based on the plenoptic function theoretical concept, Immersive Video Technologies offers a comprehensive overview of the leading technologies enabling visual immersion, including omnidirectional (360 degrees) video, light fields, and volumetric video. Following the critical components of the typical content production and delivery pipeline, the book presents acquisition, representation, coding, rendering, and quality assessment approaches for each immersive video modality. The text also reviews current standardization efforts and explores new research directions.
With this book the reader will a) gain a broad understanding of immersive video technologies that use three different modalities: omnidirectional video, light fields, and volumetric video; b) learn about the most recent scientific results in the field, including the recent learning-based methodologies; and c) understand the challenges and perspectives for immersive video technologies.
- Describes the whole content processing chain for the main immersive video modalities (omnidirectional video, light fields, and volumetric video)
- Offers a common theoretical background for immersive video technologies based on the concept of plenoptic function
- Presents some exemplary applications of immersive video technologies
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Specificații
ISBN-13: 9780323917551
ISBN-10: 0323917550
Pagini: 684
Dimensiuni: 191 x 235 x 39 mm
Greutate: 1.16 kg
Editura: ELSEVIER SCIENCE
ISBN-10: 0323917550
Pagini: 684
Dimensiuni: 191 x 235 x 39 mm
Greutate: 1.16 kg
Editura: ELSEVIER SCIENCE
Public țintă
Engineering and computer science researchers, graduate students researching and learning image and video processing, R&D engineers in industry and managers making technological decisionsCuprins
PART 1 Foundations 1. Introduction to immersive video technologies
PART 2 Omnidirectional video 2. Acquisition, representation, and rendering of omnidirectional videos 3. Streaming and user behavior in omnidirectional videos 4. Subjective and objective quality assessment for omnidirectional video 5. Omnidirectional video saliency
PART 3 Light fields 6. Acquisition of light field images and videos 7. Light field representation 8. Compression of light fields 9. Light field processing formedia applications 10. Quality evaluation of light fields
PART 4 Volumetric video 11. Volumetric video – acquisition, interaction, streaming and rendering 12. MPEG immersive video 13. Point cloud compression 14. Coding of dynamic 3Dmeshes 15. Volumetric video streaming 16. Processing of volumetric video 17. Computational 3D displays 18. Subjective and objective quality assessment for volumetric video
PART 5 Applications 19. MR in video guided liver surgery 20. Immersivemedia productions involving light fields and virtual production LED walls 21. Volumetric video as a novelmedium for creative storytelling 22. Social virtual reality (VR) applications and user experiences
PART 2 Omnidirectional video 2. Acquisition, representation, and rendering of omnidirectional videos 3. Streaming and user behavior in omnidirectional videos 4. Subjective and objective quality assessment for omnidirectional video 5. Omnidirectional video saliency
PART 3 Light fields 6. Acquisition of light field images and videos 7. Light field representation 8. Compression of light fields 9. Light field processing formedia applications 10. Quality evaluation of light fields
PART 4 Volumetric video 11. Volumetric video – acquisition, interaction, streaming and rendering 12. MPEG immersive video 13. Point cloud compression 14. Coding of dynamic 3Dmeshes 15. Volumetric video streaming 16. Processing of volumetric video 17. Computational 3D displays 18. Subjective and objective quality assessment for volumetric video
PART 5 Applications 19. MR in video guided liver surgery 20. Immersivemedia productions involving light fields and virtual production LED walls 21. Volumetric video as a novelmedium for creative storytelling 22. Social virtual reality (VR) applications and user experiences