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English
ISTE Ltd and John Wiley & Sons Inc
11 October 2013
While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century. The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide the necessary elements for understanding the underlying computer-based science of these technologies. They consider applications and perspectives previously unexplored due to technological limitations.

This book guides the reader through the production process of 3D videos; from acquisition, through data treatment and representation, to 3D diffusion. Several types of camera systems are considered (multiscopic or multiview) which lead to different acquisition, modeling and storage-rendering solutions. The application of these systems is also discussed to illustrate varying performance benefits, making this book suitable for students, academics, and also those involved in the film industry.

Edited by:   , , , , ,
Imprint:   ISTE Ltd and John Wiley & Sons Inc
Country of Publication:   United Kingdom
Dimensions:   Height: 241mm,  Width: 163mm,  Spine: 32mm
Weight:   853g
ISBN:   9781848215078
ISBN 10:   184821507X
Pages:   325
Publication Date:  
Audience:   Professional and scholarly ,  Undergraduate
Format:   Hardback
Publisher's Status:   Active
Foreword xv Notations xix Acknowledgments xxiii Introduction xxv Laurent LUCAS, Celine LOSCOS and Yannick REMION PART 1. 3D ACQUISITION OF SCENES 1 Chapter 1. Foundation 3 Laurent LUCAS, Yannick REMION and Celine LOSCOS 1.1. Introduction 3 1.2. A short history 5 1.3. Stereopsis and 3D physiological aspects 14 1.4. 3D computer vision 17 1.5. Conclusion 20 1.6. Bibliography 20 Chapter 2. Digital Cameras: Definitions and Principles 23 Min H. KIM, Nicolas HAUTIERE and Celine LOSCOS 2.1. Introduction 23 2.2. Capturing light: physical fundamentals 24 2.3. Digital camera 28 2.4. Cameras, human vision and color 33 2.5. Improving current performance 35 2.6. Conclusion 38 2.7. Bibliography 38 Chapter 3. Multiview Acquisition Systems 43 Frederic DEVERNAY, Yves PUPULIN and Yannick REMION 3.1. Introduction: what is a multiview acquisition system? 43 3.2. Binocular systems 45 3.3. Lateral or directional multiview systems 54 3.4. Global or omnidirectional multiview systems 61 3.5. Conclusion 66 3.6. Bibliography 66 Chapter 4. Shooting and Viewing Geometries in 3DTV 71 Jessica PREVOTEAU, Laurent LUCAS and Yannick REMION 4.1. Introduction 71 4.2. The geometry of 3D viewing 72 4.3. The geometry of 3D shooting 75 4.4. Geometric impact of the 3D workflow 80 4.5. Specification methodology for multiscopic shooting 84 4.6. OpenGL implementation 86 4.7. Conclusion 87 4.8. Bibliography 88 Chapter 5. Camera Calibration: Geometric and Colorimetric Correction 91 Vincent NOZICK and Jean-Baptiste THOMAS 5.1. Introduction 91 5.2. Camera calibration 91 5.3. Radial distortion 95 5.4. Image rectification 98 5.5. Colorimetric considerations in cameras 103 5.6. Conclusion 109 5.7. Bibliography 110 PART 2. DESCRIPTION/RECONSTRUCTION OF 3D SCENES 113 Chapter 6. Feature Points Detection and Image Matching 115 Michel DESVIGNES, Lara YOUNES and Barbara ROMANIUK 6.1. Introduction 115 6.2. Feature points 116 6.3. Feature point descriptors 123 6.4. Image matching 128 6.5. Conclusion 131 6.6. Bibliography 132 Chapter 7. Multi- and Stereoscopic Matching, Depth and Disparity 137 Stephanie PREVOST, Cedric NIQUIN, Sylvie CHAMBON and Guillaume GALES 7.1. Introduction 137 7.2. Difficulties, primitives and stereoscopic matching 138 7.3. Simplified geometry and disparity 139 7.4. A description of stereoscopic and multiscopic methods 141 7.5. Methods for explicitly accounting for occlusions 147 7.6. Conclusion 153 7.7. Bibliography 154 Chapter 8. 3D Scene Reconstruction and Structuring 157 Ludovic BLACHE, Muhannad ISMAEL and Philippe SOUCHET 8.1. Problems and challenges 157 8.2. Silhouette-based reconstruction 158 8.3. Industrial application 162 8.4. Temporally structuring reconstructions 166 8.5. Conclusion 170 8.6. Bibliography 171 Chapter 9. Synthesizing Intermediary Viewpoints 173 Luce MORIN, Olivier LE MEUR, Christine GUILLEMOT, Vincent JANTET and Josselin GAUTIER 9.1. Introduction 173 9.2. Viewpoint synthesis by interpolation and extrapolation 173 9.3. Inpainting uncovered zones 181 9.4. Conclusion 189 9.5. Bibliography 189 PART 3. STANDARDS AND COMPRESSION OF 3D VIDEO 193 Chapter 10. Multiview Video Coding (MVC) 195 Benjamin BATTIN, Philippe VAUTROT, Marco CAGNAZZO and Frederic DUFAUX 10.1. Introduction 195 10.2. Specific approaches to stereoscopy 196 10.3. Multiview approaches 202 10.4. Conclusion 207 10.5. Bibliography 208 Chapter 11. 3D Mesh Compression 211 Florent DUPONT, Guillaume LAVOUE and Marc ANTONINI 11.1. Introduction 211 11.2. Compression basics: rate-distortion trade-off 212 11.3. Multiresolution coding of surface meshes 213 11.4. Topological and progressive coding 215 11.5. Mesh sequence compression 218 11.6. Quality evaluation: classic and perceptual metrics 221 11.7. Conclusion 223 11.8. Bibliography 224 Chapter 12. Coding Methods for Depth Videos 229 Elie Gabriel MORA, Joel JUNG, Beatrice PESQUET-POPESCU and Marco CAGNAZZO 12.1. Introduction 229 12.2. Analyzing the characteristics of a depth map 231 12.3. Depth coding methods 232 12.4. Conclusion 245 12.5. Bibliography 245 Chapter 13. StereoscopicWatermarking 249 Mihai MITREA, Afef CHAMMEM and Francoise PRETEUX 13.1. Introduction 249 13.2. Constraints of stereoscopic video watermarking 250 13.3. State of the art for stereoscopic content watermarking 255 13.4. Comparative study 259 13.5. Conclusions 267 13.6. Bibliography 268 PART 4. RENDERING AND 3D DISPLAY 271 Chapter 14. HD 3DTV and Autostereoscopy 273 Venceslas BIRI and Laurent LUCAS 14.1. Introduction 273 14.2. Technological principles 275 14.3. Design of mixing filters 280 14.4. View generation and interleaving 282 14.5. Future developments 285 14.6. Conclusion 286 14.7. Bibliography 287 Chapter 15. Augmented and/or Mixed Reality 291 Gilles SIMON and Marie-Odile BERGER 15.1. Introduction 291 15.2. Real-time pose computation 292 15.3. Model acquisition 299 15.4. Conclusion 304 15.5. Bibliography 305 Chapter 16. Visual Comfort and Fatigue in Stereoscopy 309 Matthieu URVOY, Marcus BARKOWSKY, Jing LI and Patrick LE CALLET 16.1. Introduction 309 16.2. Visual comfort and fatigue: definitions and indications 310 16.3. Signs and symptoms of fatigue and discomfort 312 16.4. Sources of visual fatigue and discomfort 315 16.5. Application to 3D content and technologies 321 16.6. Predicting visual fatigue and discomfort: first models 324 16.7. Conclusion 324 16.8. Bibliography 325 Chapter 17. 2D–3D Conversion 331 David GROGNA, Antoine LEJEUNE and Benoit MICHEL 17.1. Introduction 331 17.2. The 2D–3D conversion workflow 332 17.3. Preparing content for conversion 333 17.4. Conversion stages 337 17.5. 3D–3D conversion 343 17.6. Conclusion 343 17.7. Bibliography 344 PART 5. IMPLEMENTATION AND OUTLETS 347 Chapter 18. 3D Model Retrieval 349 Jean-Philippe VANDEBORRE, Hedi TABIA and Mohamed DAOUDI 18.1. Introduction 349 18.2. General principles of shape retrieval 350 18.3. Global 3D shape descriptors 352 18.4. 2D view oriented methods 353 18.5. Local 3D shape descriptors 353 18.6. Similarity between 3D shapes 356 18.7. Shape recognition in 3D video 359 18.8. Evaluation of the performance of indexing methods 361 18.9. Applications 363 18.10. Conclusion 366 18.11. Bibliography 366 Chapter 19. 3D HDR Images and Videos: Acquisition and Restitution 369 Jennifer BONNARD, Gilles VALETTE, Celine LOSCOS and Jean-Michel NOURRIT 19.1. Introduction 369 19.2. HDR and 3D acquisition 370 19.3. 3D HDR restitution 380 19.4. Conclusion 382 19.5. Bibliography 383 Chapter 20. 3D Visualization for Life Sciences 387 Aassif BENASSAROU, Sylvia PIOTIN, Manuel DAUCHEZ and Dimitri PAPATHANASSIOU 20.1. Introduction 387 20.2. Scientific visualization 387 20.3. Medical imaging 390 20.4. Molecular modeling 397 20.5. Conclusion 401 20.6. Bibliography 402 Chapter 21. 3D Reconstruction of Sport Scenes 405 Sebastien MAVROMATIS and Jean SEQUEIRA 21.1. Introduction 405 21.2. Automatic selection of a region of interest (ROI) 406 21.3. The Hough transform 410 21.4. Matching image features to the geometric model 412 21.5. Conclusion 415 21.6. Bibliography 417 Chapter 22. Experiments in Live Capture and Transmission of Stereoscopic 3D Video Images 421 David GROGNA and Jacques G.VERLY 22.1. Introduction 421 22.2. Retransmissions of various shows 422 22.3. Retransmissions of surgical operations 423 22.4. Retransmissions of “steadicam” interviews 428 22.5. Retransmission of a transatlantic video presentation 433 22.6. Retransmissions of bicycle races 435 22.7. Conclusion 437 22.8. Bibliography 439 Conclusion 441 Laurent LUCAS, Celine LOSCOS and Yannick REMION List of Authors 443 Index 447

Laurent Lucas currently leads the SIC research group and is in charge of the virtual reality platform of the URCA (University of Reims Champagne Ardenne) in France. His research interests include visualization and co-operation between image processing and computer graphics, particularly in 3DTV, and their applications. Céline Loscos is Professor at the URCA, within the CReSTIC laboratory, and teaches computer science at the University Institute of Technology (IUT) in Champagne Ardenne, France. Yannick Remion's research interests include dynamic animation, simulation and co-operation between image processing and computer graphics as well as 3D vision.

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