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Capture4vr: from VR Photography to VR Video
Capture4VR: From VR Photography to VR Video Christian Richardt Peter Hedman Ryan S. Overbeck University of Bath University College London Google LLC [email protected] [email protected] [email protected] Brian Cabral Robert Konrad Steve Sullivan Facebook Stanford University Microsoft [email protected] [email protected] [email protected] ABSTRACT from VR photography to VR video that began more than a century Virtual reality (VR) enables the display of dynamic visual content ago but which has accelerated tremendously in the last five years. with unparalleled realism and immersion. However, VR is also We discuss both commercial state-of-the-art systems by Facebook, still a relatively young medium that requires new ways to author Google and Microsoft, as well as the latest research techniques and content, particularly for visual content that is captured from the real prototypes. Course materials will be made available on our course world. This course, therefore, provides a comprehensive overview website https://richardt.name/Capture4VR. of the latest progress in bringing photographs and video into VR. ACM Reference Format: Ultimately, the techniques, approaches and systems we discuss aim Christian Richardt, Peter Hedman, Ryan S. Overbeck, Brian Cabral, Robert to faithfully capture the visual appearance and dynamics of the Konrad, and Steve Sullivan. 2019. Capture4VR: From VR Photography to real world, and to bring it into virtual reality to create unparalleled VR Video. In Proceedings of SIGGRAPH 2019 Courses. ACM, New York, NY, realism and immersion by providing freedom of head motion and USA,2 pages. https://doi.org/10.1145/3305366.3328028 motion parallax, which is a vital depth cue for the human visual system. -
Creating a Realistic VR Experience Using a Normal 360-Degree Camera 14 December 2020, by Vicky Just
Creating a realistic VR experience using a normal 360-degree camera 14 December 2020, by Vicky Just Dr. Christian Richardt and his team at CAMERA, the University of Bath's motion capture research center, have created a new type of 360° VR photography accessible to amateur photographers called OmniPhotos. This is a fast, easy and robust system that recreates high quality motion parallax, so that as the VR user moves their head, the objects in the foreground move faster than the background. This mimics how your eyes view the real world, OmniPhotos takes 360 degree video footage taken with creating a more immersive experience. a rotating selfie stick to create a VR experience that includes motion parallax. Credit: Christian Richardt, OmniPhotos can be captured quickly and easily University of Bath using a commercially available 360° video camera on a rotating selfie stick. Using a 360° video camera also unlocks a Scientists at the University of Bath have developed significantly larger range of head motions. a quick and easy approach for capturing 360° VR photography without using expensive specialist OmniPhotos are built on an image-based cameras. The system uses a commercially representation, with optical flow and scene adaptive available 360° camera on a rotating selfie stick to geometry reconstruction, which is tailored for real capture video footage and create an immersive VR time 360° VR rendering. experience. Dr. Richardt and his team presented the new Virtual reality headsets are becoming increasingly system at the international SIGGRAPH Asia popular for gaming, and with the global pandemic conference on Sunday 13th December 2020. -
A Digital Astrophotography Primer - OR - This Is NOT Your Daddy’S SLR!
A Digital Astrophotography Primer - OR - This is NOT your Daddy’s SLR! Page 1 of 22 Table of Contents A Digital Astrophotography Primer...........................................................................................................................................................1 Table of Contents.......................................................................................................................................................................................2 Introduction............................................................................................................................................................................................3 What is an SLR, anyways? ....................................................................................................................................................................3 SLR, DSLR, What’s the Difference?.....................................................................................................................................................4 The Viewfinder ......................................................................................................................................................................................4 The Focus Mechanism ...........................................................................................................................................................................5 The Capture Medium .............................................................................................................................................................................6 -
Cognition: the Limit to Organization Change; a Case Study of Eastman Kodak
COGNITION: THE LIMIT TO ORGANIZATION CHANGE; A CASE STUDY OF EASTMAN KODAK A THESIS Presented to The Faculty of the Department of Economics and Business The Colorado College In Partial Fulfillment of the Requirements for the Degree Bachelor of Arts By Noah Simon April 2011 COGNITION: THE LIMIT TO ORGANIZATION CHANGE; A CASE STUDY OF EASTMAN KODAK Noah Simon April 2011 LAS: Leadership Abstract The following thesis examines an incumbent firm affected by change. It seeks to deepen the understanding of the dynamic capabilities model by proposing cognition and not previous resource deployment is the limit of change. Two similar companies, Eastman Kodak and Polaroid will be compared during the shift from film to digital photography to determine what separated the two companies. KEYWORDS: (Organizational cognition, dynamic capabilities, path dependency, cognition, perception) TABLE OF CONTENTS ABSTRACT ACKNOWLEDGEMENTS 1 INTRODUCTION 1 2 LITERATURE REVIEW 6 2.1 Dynamic Capabilities...................................................................................... 7 2.1.1 How does a company survive?.............................................................. 7 2.1.2 What are the effects of core competencies?.......................................... 8 2.1.3 How are established companies affected by change?........................... 9 2.2 The Cognitive Perspective.............................................................................. 10 2.2.1 What does a path dependency mean for the individual?....................... 10 2.2.2 What -
Capture, Reconstruction, and Representation of the Visual Real World for Virtual Reality
Capture, Reconstruction, and Representation of the Visual Real World for Virtual Reality Christian Richardt1[0000−0001−6716−9845], James Tompkin2[0000−0003−2218−2899], and Gordon Wetzstein3[0000−0002−9243−6885] 1 University of Bath [email protected] https://richardt.name/ 2 Brown University james [email protected] http://jamestompkin.com/ 3 Stanford University [email protected] http://www.computationalimaging.org/ Abstract. We provide an overview of the concerns, current practice, and limita- tions for capturing, reconstructing, and representing the real world visually within virtual reality. Given that our goals are to capture, transmit, and depict com- plex real-world phenomena to humans, these challenges cover the opto-electro- mechancial, computational, informational, and perceptual fields. Practically pro- ducing a system for real-world VR capture requires navigating a complex design space and pushing the state of the art in each of these areas. As such, we outline several promising directions for future work to improve the quality and flexibility of real-world VR capture systems. Keywords: Cameras · Reconstruction · Representation · Image-Based Rendering · Novel-view synthesis · Virtual reality 1 Introduction One of the high-level goals of virtual reality is to reproduce how the real world looks in a way which is indistinguishable from reality. Achieving this arguably-quixotic goal requires us to solve significant problems across capture, reconstruction, and represen- tation, and raises many questions: “Which camera system should we use to sample enough of the environment for our application?”; “How should we model the world and which algorithm should we use to recover these models?”; “How should we store the data for easy compression and transmission?”, and “How can we achieve simple and high-quality rendering for human viewing?”. -
Photography Techniques Intermediate Skills
Photography Techniques Intermediate Skills PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Wed, 21 Aug 2013 16:20:56 UTC Contents Articles Bokeh 1 Macro photography 5 Fill flash 12 Light painting 12 Panning (camera) 15 Star trail 17 Time-lapse photography 19 Panoramic photography 27 Cross processing 33 Tilted plane focus 34 Harris shutter 37 References Article Sources and Contributors 38 Image Sources, Licenses and Contributors 39 Article Licenses License 41 Bokeh 1 Bokeh In photography, bokeh (Originally /ˈboʊkɛ/,[1] /ˈboʊkeɪ/ BOH-kay — [] also sometimes heard as /ˈboʊkə/ BOH-kə, Japanese: [boke]) is the blur,[2][3] or the aesthetic quality of the blur,[][4][5] in out-of-focus areas of an image. Bokeh has been defined as "the way the lens renders out-of-focus points of light".[6] However, differences in lens aberrations and aperture shape cause some lens designs to blur the image in a way that is pleasing to the eye, while others produce blurring that is unpleasant or distracting—"good" and "bad" bokeh, respectively.[2] Bokeh occurs for parts of the scene that lie outside the Coarse bokeh on a photo shot with an 85 mm lens and 70 mm entrance pupil diameter, which depth of field. Photographers sometimes deliberately use a shallow corresponds to f/1.2 focus technique to create images with prominent out-of-focus regions. Bokeh is often most visible around small background highlights, such as specular reflections and light sources, which is why it is often associated with such areas.[2] However, bokeh is not limited to highlights; blur occurs in all out-of-focus regions of the image. -
Real-Time Sphere Sweeping Stereo from Multiview Fisheye Images
Real-Time Sphere Sweeping Stereo from Multiview Fisheye Images Andreas Meuleman Hyeonjoong Jang Daniel S. Jeon Min H. Kim KAIST Abstract A set of cameras with fisheye lenses have been used to capture a wide field of view. The traditional scan-line stereo (b) Input fisheye images algorithms based on epipolar geometry are directly inap- plicable to this non-pinhole camera setup due to optical characteristics of fisheye lenses; hence, existing complete 360◦ RGB-D imaging systems have rarely achieved real- time performance yet. In this paper, we introduce an effi- cient sphere-sweeping stereo that can run directly on multi- view fisheye images without requiring additional spherical (c) Our panorama result rectification. Our main contributions are: First, we intro- 29 fps duce an adaptive spherical matching method that accounts for each input fisheye camera’s resolving power concerning spherical distortion. Second, we propose a fast inter-scale bilateral cost volume filtering method that refines distance in noisy and textureless regions with optimal complexity of O(n). It enables real-time dense distance estimation while preserving edges. Lastly, the fisheye color and distance im- (a) Our prototype (d) Our distance result ages are seamlessly combined into a complete 360◦ RGB-D Figure 1: (a) Our prototype built on an embedded system. image via fast inpainting of the dense distance map. We (b) Four input fisheye images. (c) & (d) Our results of om- demonstrate an embedded 360◦ RGB-D imaging prototype nidirectional panorama and dense distance map (shown as composed of a mobile GPU and four fisheye cameras. Our the inverse of distance). -
Besut Campus Virtual Reality (Vr) 360 Degree Panoramic View
BESUT CAMPUS VIRTUAL REALITY (VR) 360 DEGREE PANORAMIC VIEW MUHAMMAD NAUFAL BIN FARID BACHELOR OF INFORMATION TECHNOLOGY (INFORMATIC MEDIA) WITH HONOURS UNIVERSITI SULTAN ZAINAL ABIDIN 2018 BESUT CAMPUS VIRTUAL REALITY (VR) 360 DEGREE PANORAMIC VIEW MUHAMMAD NAUFAL BIN FARID Bachelor Of Information Technology (Informatic Media) With Honours Universiti Sultan Zainal Abidin,Terengganu,Malaysia DECEMBER 2018 DECLARATION I hereby declare that this report is based on my original work except for quotations and citations, which have been duly acknowledged. I also declare that it has not been previously or concurrently submitted for any other degree at Universiti Sultan Zainal Abidin or other institutions ________________________________ Name : Muhammad Naufal bin Farid Date : 23 December 2018 i CONFIRMATION This is to confirm that: The research conducted and the writing of this report was under my supervision. ________________________________ Name : Dr Ismahafezi bin Ismail Tarikh : 23 December 2018 ii DEDICATION In the Name of Allah, the Most Gracious and the Most Merciful. Alhamdulillah, I thank God for His grace and grace, I can prepare and complete this report successfully. I am grateful and would like to express my sincere gratitude to my supervisor, Dr Ismahafezi bin Ismail for his invaluable guidance, continuous encouragement and constant support in making this research possible. I really appreciate his guidance from the initial to the final level that enabled me to develop an understanding of this project thoroughly. Without his advice and assistance, it would be a lot tougher for completion. I also sincerely thanks for the time spent proofreading and correcting my mistakes. I acknowledge my sincere indebtedness and gratitude to my parents for their love, dream and sacrifice throughout my life. -
Arxiv:2103.05842V1 [Cs.CV] 10 Mar 2021 Generators to Produce More Immersive Contents
LEARNING TO COMPOSE 6-DOF OMNIDIRECTIONAL VIDEOS USING MULTI-SPHERE IMAGES Jisheng Li∗, Yuze He∗, Yubin Hu∗, Yuxing Hany, Jiangtao Wen∗ ∗Tsinghua University, Beijing, China yResearch Institute of Tsinghua University in Shenzhen, Shenzhen, China ABSTRACT Omnidirectional video is an essential component of Virtual Real- ity. Although various methods have been proposed to generate con- Fig. 1: Our proposed 6-DoF omnidirectional video composition tent that can be viewed with six degrees of freedom (6-DoF), ex- framework. isting systems usually involve complex depth estimation, image in- painting or stitching pre-processing. In this paper, we propose a sys- tem that uses a 3D ConvNet to generate a multi-sphere images (MSI) representation that can be experienced in 6-DoF VR. The system uti- lizes conventional omnidirectional VR camera footage directly with- out the need for a depth map or segmentation mask, thereby sig- nificantly simplifying the overall complexity of the 6-DoF omnidi- rectional video composition. By using a newly designed weighted sphere sweep volume (WSSV) fusing technique, our approach is compatible with most panoramic VR camera setups. A ground truth generation approach for high-quality artifact-free 6-DoF contents is proposed and can be used by the research and development commu- nity for 6-DoF content generation. Index Terms— Omnidirectional video composition, multi- Fig. 2: An example of conventional 6-DoF content generation sphere images, 6-DoF VR method 1. INTRODUCTION widely available high-quality 6-DoF content that -
I798 JACKSON Jackson, Phil, 1349 Jackson, Thomas Penfield, Ro3 8
I798 JACKSON INDEX INDEX JORDAN MCGRATH CASE & TAYLOR, INC. I799 798, I2oI, I266, I52I, i601; Thrille~ Japan Advertising Agency Association, 466, Jennings, Peter, 95, 523 Joe Camel, 311, 316, 336, 539, 690, 760, Johnson, Ray, 77 (Durham, North Carolina). See under r520; "Thrille1;" Io92 469, 878 Jenny Craig International. See under Craig 1212, 1369, 1694 Johnson, Robert Wood, Jr., 880, 881, 882 Harttnan Jackson, Phil, 1349 Japan Advertising Council, 468 Jeno's Pizza, 623, 1234, 1235 Joe Chemo, 336 Johnson, Robert Wood, Sr., 880 John W. Shaw Advertising. See under Shaw Jackson, Reggie, 148r, I482 Japan Air Lines, 898, 900, 1462 Jensen, Thomas, 525 Joe Isuzu, 114, II4, 457, 475, 522 Johnson, Samuel, 749 John Wanamaker & Company. See under Jackson, Thomas Penfield, ro3 8 Japan Audit Bureau of Circulation Jenson, Nicolas, 1580, 1583 foe Palooka, 729 Johnson, Samuel Curtis, 884, 886, 888 Wanamaker Jackson & Perkins, 1673 Association, 466 Jenson typefaces, 1580, 1583, 1584 Joe Robbie Stadiun1, 335 Johnson, William H., 139 "Join the Dodge rebellion," 305 Jacksonville Jaguars, 3 3 5 japan Marketing Association, 466 Jeopardy!, 1426. See also color plate in "Jogger," 940 Johnson, William R., 730 "Join the people who've joined the Army," Jackson Wain Agency, 1071 144, 238, I437 Japan Newspaper Advertising Agency volume one John, W.A.P., 791 Mead Johnson & Co1npany, 57, 210, 880 1050 Jack Tinker & Partners. See under Tinker Association, 466 Jep et Carre, 618 "John and Marsha" (Freberg), 623, 824 Johnson & Johnson, 582, 880-83; Ammirati Joint Policy Com1nittee for Broadcast Talent Jacob Ruppert, Inc. See under Ruppert Jardine Matheson & Company, 301 ]e Reviens, 1202 John Birch Society, 1676 Puris Lintas and, 967; Batten Barton Union Relations, 99 Jacobs, Alan, 197 Jarreau, Al, 1395 Andrew Jergens Company: Cunningham & John Brown & Partners. -
Joseph Ciaglia, Barbara London, John Upton, Ken Kobre and Betsy
00 0789731207_fm.qxd 4/6/04 2:16 PM Page i Absolute Beginner’s Guide to Digital Photography Joseph Ciaglia, Barbara London, John Upton, Ken Kobré, and Betsy Brill with Peter Kuhns 800 East 96th Street, Indianapolis, Indiana 46240 00 0789731207_fm.qxd 4/6/04 2:16 PM Page ii Absolute Beginner’s Guide to Digital Executive Editor Photography Candace Hall Copyright 2004 by Que Publishing Acquisitions Editor All rights reserved. No part of this book shall be reproduced, stored in a retrieval Karen Whitehouse system, or transmitted by any means, electronic, mechanical, photocopying, record- Development ing, or otherwise, without written permission from the publisher. No patent liability Editor is assumed with respect to the use of the information contained herein. Although Karen Whitehouse every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions. Nor is any liability assumed Managing Editor for damages resulting from the use of the information contained herein. Charlotte Clapp International Standard Book Number: 0-7897-3120-7 Project Editor Library of Congress Catalog Card Number: 2004100876 George Nedeff Printed in the United States of America Copy Editor Karen Whitehouse First Printing: April 2004 Indexer 07 06 05 04 4321 Mandie Frank Trademarks Production Editor All terms mentioned in this book that are known to be trademarks or service marks Seth Kerney have been appropriately capitalized. Que Publishing cannot attest to the accuracy of this information. Use of a term in this book should not be regarded as affecting the Publishing validity of any trademark or service mark. -
14-35Mm Whitepaper.Qxd
ZUIKO DIGITAL ED 14-35mm 1:2.0 SWD lens: World’s first standard zoom with a fixed 1:2.0 aperture The challenge: Excellent image quality, a fast autofocus and compact durability are high on every professional photographer’s list of what a lens should possess. But more often than not, high lens brightness tops such a wish list. With light being among the most essential elements for creating photographic compositions, that’s not very surprising. The majority of zoom lenses, however, lose part of their light-gathering power as the zoom factor increases. This is overcome with fixed focal length lenses – but at the expense of zooming flexibility. The engineering challenge therefore is to produce a lens that combines the versatility of a zoom with a bright aperture that remains consistent over the entire focal length range while retaining compact dimensions. The lens: The ZUIKO DIGITAL ED 14-35mm 1:2.0 SWD bestows photographers an extremely bright 2.0 aperture throughout its entire zoom range (equiva- lent to 28-70mm in 35mm cameras). Furthermore, thanks to adherence to the Four Thirds Standard, the lens can boast a size and weight advantage over counterparts using other sensor types – while still E-3 with ZUIKO DIGITAL ED 14-35mm providing enough headroom required for its bright, fixed aperture. 1:2.0 SWD lens The lens features an inner focusing mechanism, meaning its length does not change when zooming, nor does the lens’s end rotate when focusing. Instead, the intermediate lens groups change positions when focusing. As these groups are smaller compared to the front lens group, higher focusing speeds can be achieved.