| About the authors |
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xi | |
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1 Immersive video introduction |
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1 | (8) |
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7 | (2) |
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9 | (14) |
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9 | (5) |
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2.2 The challenge of three to six degrees of freedom |
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14 | (4) |
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2.3 The challenge of stereoscopic to holographic vision |
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18 | (5) |
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19 | (4) |
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23 | (18) |
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23 | (1) |
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3.2 3D data representations |
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24 | (9) |
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24 | (4) |
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3.2.2 Subdivision surfaces and Bezier curves |
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28 | (3) |
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3.2.3 Textures and cubemaps |
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31 | (2) |
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33 | (8) |
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38 | (3) |
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4 Camera and projection models |
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41 | (16) |
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4.1 Mathematical preliminaries |
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41 | (4) |
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4.2 The pinhole camera model |
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45 | (3) |
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4.3 Intrinsics of the pinhole camera |
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48 | (1) |
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49 | (8) |
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4.4.1 Mathematical derivation of projection matrices |
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51 | (4) |
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4.4.2 Characteristics of the projection matrices |
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55 | (1) |
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56 | (1) |
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57 | (20) |
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59 | (8) |
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5.1.1 Emissive light source |
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60 | (1) |
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60 | (1) |
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61 | (2) |
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63 | (4) |
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5.2 Physically correct light models |
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67 | (1) |
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5.3 Light models for transparent materials |
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68 | (2) |
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70 | (1) |
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5.5 Mesh-based 3D rendering with light equations |
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71 | (6) |
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72 | (1) |
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72 | (1) |
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73 | (1) |
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73 | (2) |
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75 | (2) |
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77 | (26) |
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6.1 Rigid body animations |
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77 | (6) |
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6.1.1 Rotations with Euler angles |
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78 | (2) |
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6.1.2 Rotations around an arbitrary axis |
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80 | (2) |
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6.1.3 ModelView transformation |
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82 | (1) |
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83 | (2) |
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6.2.1 Spherical linear interpolation |
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85 | (1) |
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6.3 Deformable body animations |
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85 | (5) |
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6.3.1 Keyframes and inverse kinematics |
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85 | (1) |
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86 | (3) |
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89 | (1) |
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6.4 Collisions in the physics engine |
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90 | (13) |
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6.4.1 Collision of a triangle with a plane |
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91 | (2) |
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6.4.2 Collision between two spheres, only one moving |
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93 | (3) |
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6.4.3 Collision of two moving spheres |
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96 | (1) |
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6.4.4 Collision of a sphere with a plane |
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96 | (1) |
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6.4.5 Collision of a sphere with a cube |
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97 | (1) |
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6.4.6 Separating axes theorem and bounding boxes |
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98 | (3) |
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101 | (2) |
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103 | (14) |
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7.1 Raytracing complexity |
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109 | (3) |
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7.2 Raytracing with analytical objects |
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112 | (3) |
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115 | (2) |
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115 | (2) |
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8 2D transforms for VR with natural content |
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117 | (18) |
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117 | (2) |
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119 | (3) |
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8.3 Homography estimation |
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122 | (1) |
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8.4 Feature points and RANSAC outliers for panoramic stitching |
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123 | (3) |
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8.5 Homography and affine transform revisited |
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126 | (2) |
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8.6 Pose estimation for AR |
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128 | (7) |
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131 | (4) |
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9 3DoF VR with natural content |
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135 | (14) |
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135 | (2) |
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137 | (12) |
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9.2.1 360 panoramas with planar reprojections |
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137 | (4) |
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9.2.2 Cylindrical and spherical 360 panoramas |
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141 | (3) |
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9.2.3 360 panoramas with equirectangular projection images |
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144 | (3) |
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147 | (2) |
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149 | (18) |
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10.1 Wide angle lens distortion |
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149 | (8) |
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10.1.1 Wide angle lens model |
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149 | (2) |
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10.1.2 Radial distortion model |
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151 | (4) |
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10.1.3 VR goggles pre-distortion |
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155 | (2) |
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10.2 Asynchronous high frame rate rendering |
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157 | (2) |
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10.3 Stereoscopic time warping |
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159 | (1) |
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10.4 Advanced HMD rendering |
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159 | (8) |
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159 | (2) |
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161 | (2) |
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163 | (4) |
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167 | (38) |
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11.1 6DoF with point clouds |
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167 | (1) |
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11.2 Active depth sensing |
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167 | (1) |
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168 | (7) |
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11.3.1 Phase from a modulated light source |
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169 | (3) |
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172 | (2) |
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11.3.3 Phase from interferometry |
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174 | (1) |
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11.4 Point cloud registration and densification |
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175 | (20) |
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181 | (12) |
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11.4.2 SLAM navigational applications |
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193 | (2) |
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11.5 3D rendering of point clouds |
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195 | (10) |
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11.5.1 Poisson reconstruction |
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195 | (1) |
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196 | (1) |
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196 | (9) |
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12 Towards 6DoF with image-based rendering |
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205 | (80) |
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205 | (3) |
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12.2 Finding relative camera positions |
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208 | (30) |
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208 | (2) |
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12.2.2 Rotation and translation from the essential and fundamental matrices |
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210 | (3) |
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12.2.3 Epipolar line equation |
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213 | (1) |
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12.2.4 Extrinsics with checkerboard calibration |
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213 | (2) |
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12.2.5 Extrinsics with sparse bundle adjustment |
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215 | (1) |
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215 | (1) |
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215 | (2) |
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12.2.8 Depth quantization |
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217 | (1) |
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12.2.9 Stereo matching and cost volumes |
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218 | (4) |
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222 | (1) |
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12.2.11 Stereo matching with adaptive windows around depth discontinuities |
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222 | (1) |
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12.2.12 Stereo matching with priors |
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223 | (3) |
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12.2.13 Uniform texture regions |
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226 | (6) |
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12.2.14 Epipolar plane image with multiple images |
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232 | (2) |
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234 | (4) |
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238 | (6) |
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12.3.1 The binary graph cut |
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243 | (1) |
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12.4 MPEG reference depth estimation |
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244 | (1) |
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12.5 Depth estimation challenges |
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245 | (1) |
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12.6 6DoF view synthesis with depth image-based rendering |
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246 | (19) |
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12.6.1 Morphing without depth |
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247 | (1) |
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12.6.2 Nyquist-Whittaker-Shannon and Petersen-Middleton in DIBR view synthesis |
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247 | (6) |
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12.6.3 Depth-based 2D pixel to 3D point reprojections |
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253 | (4) |
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12.6.4 Splatting and hole filling |
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257 | (1) |
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12.6.5 Super-pixels and hole filling |
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257 | (2) |
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12.6.6 Depth reliability in view synthesis |
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259 | (1) |
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12.6.7 MPEG-I view synthesis with estimated depth maps |
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260 | (2) |
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12.6.8 MPEG-I view synthesis with sensed depth maps |
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262 | (1) |
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12.6.9 Depth layered images-Google |
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262 | (3) |
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12.7 Use case I: view synthesis in holographic stereograms |
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265 | (4) |
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12.8 Use case II: view synthesis in integral photography |
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269 | (1) |
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12.9 Difference between PCC and DIBR |
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270 | (15) |
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271 | (14) |
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13 Multi-camera acquisition systems |
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285 | (16) |
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285 | (1) |
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286 | (5) |
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13.2.1 Geometry correction for camera array |
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286 | (2) |
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13.2.2 Colour correction for camera array |
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288 | (3) |
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291 | (10) |
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13.3.1 Processing tools for plenoptic camera |
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292 | (1) |
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13.3.2 Conversion from Lenslet to Multi view images for plenoptic camera 1.0 |
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293 | (5) |
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298 | (3) |
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14 3D light field displays |
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301 | (30) |
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301 | (1) |
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301 | (2) |
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14.3 Surface light field system |
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303 | (1) |
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14.4 1D-II 3D display system |
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303 | (2) |
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14.5 Integral photography |
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305 | (1) |
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14.6 Real-time free viewpoint television |
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305 | (1) |
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306 | (1) |
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14.8 Light field video camera system |
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307 | (1) |
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14.9 Multipoint camera and microphone system |
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308 | (1) |
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14.10 Walk-through system |
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308 | (1) |
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14.11 Ray emergent imaging (REI) |
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308 | (1) |
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308 | (2) |
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14.13 Light field 3D display |
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310 | (1) |
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310 | (2) |
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312 | (2) |
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314 | (1) |
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314 | (1) |
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14.18 Multi-, plenoptic-, coded-aperture-, multi-focus-camera to tensor display system |
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314 | (2) |
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14.19 360° light field display |
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316 | (2) |
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318 | (1) |
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318 | (1) |
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319 | (1) |
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320 | (1) |
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14.24 Use cases of virtual reality systems |
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320 | (11) |
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320 | (1) |
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14.24.2 Professional use cases |
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320 | (4) |
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14.24.3 Scientific use cases |
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324 | (1) |
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324 | (7) |
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15 Visual media compression |
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331 | (36) |
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15.1 3D video compression |
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334 | (4) |
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15.1.1 Image and video compression |
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335 | (3) |
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15.2 MPEG standardization and compression with 2D video codecs |
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338 | (8) |
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339 | (2) |
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15.2.2 Multiview video and depth compression (3D-HEVC) |
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341 | (2) |
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15.2.3 Dense light field compression |
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343 | (3) |
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15.3 Future challenges in 2D video compression |
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346 | (2) |
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15.4 MPEG codecs for 3D immersion |
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348 | (19) |
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15.4.1 Point cloud coding with 2D video codecs |
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348 | (3) |
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15.4.2 MPEG immersive video compression |
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351 | (2) |
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15.4.3 Visual volumetric video coding |
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353 | (1) |
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15.4.4 Compression for light field displays |
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353 | (2) |
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355 | (12) |
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16 Conclusion and future perspectives |
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367 | (2) |
| Index |
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369 | |