Overview
- Editors:
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Rémi Ronfard
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LEAR Team, INRIA, Montbonnot, France
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Gabriel Taubin
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Div. Engineering, Brown University, Providence, USA
- Book on important application areas of 3-D cinematography, covering recent developments in computer vision and computer graphics
- The book focuses on techniques specifically dedicated to dynamic scenes, including moving cameras and lights, and highly dynamic live-action scenes
- The authors take a look into real-life applications, and survey leading-edge research perspectives that can lead to such applications as 3-D recording of sports in stadiums or live performances in theater stages
- Includes supplementary material: sn.pub/extras
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About this book
papers, illustrated with examples. They include wavelet bases, implicit functions de ned on a space grid, etc. It appears that a common pattern is the recovery of a controllable model of the scene, such that the resulting images can be edited (interaction). Changing the viewpoint is only one (important) aspect, but changing the lighting and action is equally important [2]. Recording and representing three-dimensional scenes is an emerging technology made possible by the convergence of optics, geometry and computer science, with many applications in the movie industry, and more generally in entertainment. Note that the invention of cinema (camera and projector) was also primarily a scienti c invention that evolved into an art form. We suspect the same thing will probably happen with 3-D movies. 3 Book Contents The book is composed of 12 chapters, which elaborate on the content of talks given at the BANFF workshop. The chapters are organized into three sections. The rst section presents an overview of the inter-relations between the art of cinemat- raphy and the science of image and geometry processing; the second section is devoted to recent developments in geometry; and the third section is devoted to recent developmentsin image processing. 3.1 3-D Cinematography and Applications The rst section of the book presents an overview of the inter-relations between the art of cinematography and the science of image and geometry processing.
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Article
Open access
18 August 2020
Table of contents (13 chapters)
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- Rémi Ronfard, Gabriel Taubin
Pages 1-8
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3-D Cinematography and Applications
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3-D CINEMATOGRAPHY AND APPLICATIONS
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- Frédéric Devernay, Paul Beardsley
Pages 11-51
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- Adrian Hilton, Jean-Yves Guillemaut, Joe Kilner, Oliver Grau, Graham Thomas
Pages 77-106
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Recent Developments in Geometry
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Front Matter
Pages 125-125
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RECENT DEVELOPMENTS IN GEOMETRY
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- Christian Theobalt, Edilson de Aguiar, Carsten Stoll, Hans-Peter Seidel, Sebastian Thrun
Pages 127-149
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- Yasutaka Furukawa, Jean Ponce
Pages 151-169
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- Tatsuhisa Yamaguchi, Hiromasa Yoshimoto, Takashi Matsuyama
Pages 171-191
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- Yasutaka Furukawa, Jean Ponce
Pages 193-211
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Recent Developments in Image Processing
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Front Matter
Pages 213-213
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RECENT DEVELOPMENTS IN IMAGE PROCESSING
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- Dana Cobzas, Cameron Upright, Martin Jagersand
Pages 215-238
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- Takeshi Takai, Susumu Iino, Atsuto Maki, Takashi Matsuyama
Pages 239-257
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- Martin Eisemann, Timo Stich, Marcus Magnor
Pages 259-284
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- Martin Jagersand, Neil Birkbeck, Dana Cobzas
Pages 285-305
Editors and Affiliations
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LEAR Team, INRIA, Montbonnot, France
Rémi Ronfard
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Div. Engineering, Brown University, Providence, USA
Gabriel Taubin