Description

Book Synopsis
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.



Table of Contents

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

3D Video: From Capture to Diffusion

Product form

£132.00

Includes FREE delivery

RRP £138.95 – you save £6.95 (5%)

Order before 4pm today for delivery by Tue 6 Jan 2026.

A Hardback by Laurent Lucas, Céline Loscos, Yannick Rémion

10 in stock


    View other formats and editions of 3D Video: From Capture to Diffusion by Laurent Lucas

    Publisher: ISTE Ltd and John Wiley & Sons Inc
    Publication Date: 25/10/2013
    ISBN13: 9781848215078, 978-1848215078
    ISBN10: 184821507X

    Description

    Book Synopsis
    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.



    Table of Contents

    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

    Recently viewed products

    © 2025 Book Curl

      • American Express
      • Apple Pay
      • Diners Club
      • Discover
      • Google Pay
      • Maestro
      • Mastercard
      • PayPal
      • Shop Pay
      • Union Pay
      • Visa

      Login

      Forgot your password?

      Don't have an account yet?
      Create account