{"title":"Omnidirectional free viewpoint video using panoramic light fields","authors":"S. Maesen, Patrik Goorts, P. Bekaert","doi":"10.1109/3DTV.2016.7548960","DOIUrl":null,"url":null,"abstract":"In this paper, we describe a system to create an omnidirectional free viewpoint experience using only a small number of input cameras. The input cameras are placed on a circle and we create a large number of novel virtual viewpoints on that circle. Next, we choose a position within that circle and compute the omnidirectional image that is visible from that position by considering the collection of virtual images as a light field. The corresponding pixels in the virtual images are selected by tracing rays from the desired viewing position. Changing your position inside the circle, results in an adapted view-dependent rendering. This creates a free viewpoint 3D VR experience. We demonstrate our method using the game engine Unity combined with the Oculus Rift.","PeriodicalId":378956,"journal":{"name":"2016 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/3DTV.2016.7548960","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4
Abstract
In this paper, we describe a system to create an omnidirectional free viewpoint experience using only a small number of input cameras. The input cameras are placed on a circle and we create a large number of novel virtual viewpoints on that circle. Next, we choose a position within that circle and compute the omnidirectional image that is visible from that position by considering the collection of virtual images as a light field. The corresponding pixels in the virtual images are selected by tracing rays from the desired viewing position. Changing your position inside the circle, results in an adapted view-dependent rendering. This creates a free viewpoint 3D VR experience. We demonstrate our method using the game engine Unity combined with the Oculus Rift.