Contents

Preface

About the Authors

1 Introduction

1.1 Why 3D Communications?

1.2 End-to-End 3D Visual Ecosystem

1.2.1 3D Modeling and Representation

1.2.2 3D Content Creation

1.2.3 3D Video Compression

1.2.4 3D Content Delivery

1.2.5 3D Display

1.2.6 3D QoE

1.3 3D Visual Communications

1.4 Challenges and Opportunities

References

2 3D Graphics and Rendering

2.1 3DTV Content Processing Procedure

2.2 3D Scene Representation with Explicit Geometry – Geometry Based Representation

2.2.1 Surface Based Representation

2.2.2 Point Based Representation

2.2.3 Point Based Construction

2.2.4 Point Based Compression and Encoding for Transmission

2.2.5 Point Based Rendering: Splatting

2.2.6 Volumetric Representation

2.2.7 Volumetric Construction

2.2.8 Volumetric Compression and Encoding for Transmission

2.2.9 Volumetric Rendering

2.3 3D Scene Representation without Geometry – Image-Based Representation

2.3.1 Plenoptic Function

2.3.2 Single Texture Representation

2.3.3 Multiple Texture Representation

2.3.4 Image Based Animation

2.4 3D Scene Representation with Implicit Geometry – Depth-Image-Based Representation

2.4.1 History of Depth-Image-Based Representation

2.4.2 Fundamental Concept Depth-Image-Based Representation

2.4.3 Depth Construction

2.4.4 Depth-Image-Based Animation

References

3 3D Display Systems

3.1 Depth Cues and Applications to 3D Display

3.1.1 Monocular Depth Cues

3.1.2 Binocular Depth Cues

3.2 Stereoscopic Display

3.2.1 Wavelength Division (Color) Multiplexing

3.2.2 Polarization ...

Get 3D Visual Communications now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.