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1.
  • Alain, Martin, et al. (författare)
  • Introduction to Immersive Video Technologies
  • 2023. - 1
  • Ingår i: Immersive Video Technologies. - Cambridge, Massachusetts, USA : Academic Press. - 9780323917551 - 9780323986236 ; , s. 3-24
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Immersive imaging technologies have become a topic of great interest in recent years due to the convergence of maturing research from different fields and broad aspects of signal and image processing, including but not limited to: computer vision, computer graphics, computational imaging, optics, and recent advances in deep learning. In particular, recent research and developments in these areas helped achieve better or faster content creation and image/video processing. This enables the design of complete practical systems covering capture to display for immersive imaging. In this chapter, we provide the theoretical background for the rest of the book and introduce key concepts commonly used for traditional imaging systems and immersive video technologies. We also describe the stages of the immersive imaging technologies from content capture to display and quality assessment for three immersive imaging technologies: omnidirectional video, light fields, and volumetric (also known as free-viewpoint) video.
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2.
  • Alexiou, Evangelos, et al. (författare)
  • Subjective and Objective Quality Assessment for Volumetric Video
  • 2023. - 1
  • Ingår i: Immersive Video Technologies. - Cambridge, Massachusetts, USA : Academic Press. - 9780323917551 - 9780323986236 ; , s. 501-552
  • Bokkapitel (refereegranskat)abstract
    • Volumetric video (VV) is a novel form of video that allows recreation of real-world scenes in 3D with users consuming the content from any viewpoint they desire. This makes VV best suited for augmented reality (AR) or virtual reality (VR) applications. This freedom necessitates increased user interaction with the VV itself, which brings new challenges to its visual quality assessment. In this chapter, various aspects of VV quality assessment using subjective user studies and objective quality estimation methods are discussed. These aspects include the way or representing 3D models, mode of interaction, display settings (e.g., whether AR or VR headsets are used), rendering parameters, and how the characteristics of point clouds or meshes are used in quality estimation. The chapter discusses the advantages and disadvantages of different methods and provides take away messages for researchers.
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  • Resultat 1-2 av 2

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