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Titlebook: Real VR – Immersive Digital Reality; How to Import the Re Marcus Magnor,Alexander Sorkine-Hornung Book 2020 Springer Nature Switzerland AG

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樓主: magnify
41#
發(fā)表于 2025-3-28 15:07:09 | 只看該作者
Image-Based Scene Representations for Head-Motion Parallax in 360° Panoramas. In this chapter, we present, compare, and discuss two recent end-to-end approaches, Parallax360 by Luo .. [.] and MegaParallax by Bertel .. [.]. Both propose complete pipelines for RealVR content generation and novel-view synthesis with head-motion parallax for 360° environments..Parallax360 uses
42#
發(fā)表于 2025-3-28 22:18:46 | 只看該作者
Viewpoint-Free Photography for Virtual Realityty (VR) experiences. In this chapter, we present algorithms that enable viewpoint-free photography from casual capture, i.e., footage easily captured with consumer cameras. We build on extensive work in image-based rendering, which often focuses on full or near-interpolation, where output viewpoints
43#
發(fā)表于 2025-3-28 23:24:02 | 只看該作者
44#
發(fā)表于 2025-3-29 06:27:45 | 只看該作者
Reconstructing 3D Human Avatars from Monocular Imagess allow us to simulate and render the human body for a variety of applications, including movie production, sports, human-computer interaction, and medical sciences. However, capturing digital representations of a person’s shape, appearance, and motion is an expensive and time-consuming process whic
45#
發(fā)表于 2025-3-29 10:34:53 | 只看該作者
46#
發(fā)表于 2025-3-29 11:40:33 | 只看該作者
Design and Characterization of Light Field and Holographic Near-Eye Displayshysiological depth cues of the human visual system, such as stereo cues, motion parallax, and focus cues, with sufficient accuracy. As human observers are the end-users of such displays, the delivered spatial information (e.g., perceptual spatial resolution) and view-related image quality factors (e
47#
發(fā)表于 2025-3-29 16:39:33 | 只看該作者
Subtle Visual Attention Guidance in VRironments. A specialized area within this field —subtle guidance— arises with the goal to achieve this with least possible distraction, to prevent misrepresentation of actual scene content as well as degradation of immersion and presence in VR. This chapter provides an introduction to the general to
48#
發(fā)表于 2025-3-29 19:45:48 | 只看該作者
49#
發(fā)表于 2025-3-30 00:33:17 | 只看該作者
Immersive Virtual Reality Audio Rendering Adapted to the Listener and the Roomble spatial audio reproduction synchronised with visual information is essential. However, measuring acoustic properties of an environment using audio equipment is a complicated process. In this chapter, we introduce a simple and efficient system to estimate room acoustic for plausible spatial audio
50#
發(fā)表于 2025-3-30 08:08:14 | 只看該作者
Immersive Learning in Real VR the learning content. Virtual reality (VR) experiences give us new opportunities and ways for enabling immersive learning processes. In this chapter, we review different learning environments that use (real) VR as a tool to teach in different learning settings and discuss the state-of-the-art desig
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