{"title":"A Flexible and Versatile Studio for Synchronized Multi-View Video Recording","authors":"C. Theobalt, Ming Li, M. Magnor, H. Seidel","doi":"10.2312/vvg.20031002","DOIUrl":"https://doi.org/10.2312/vvg.20031002","url":null,"abstract":"In recent years, the convergence of computer vision and computer graphics has put forth new research areas that work on scene reconstruction from and analysis of multi-view video footage. In free-viewpoint video, for example, new views of a scene are generated from an arbitrary viewpoint in real-time using a set of multi-view video streams as inputs. The analysis of real-world scenes from multi-view video to extract motion information or reflection models is another field of research that greatly benefits from high-quality input data. Building a recording setup for multi-view video involves a great effort on the hardware as well as the software side. The amount of image data to be processed is huge, a decent lighting and camera setup is essential for a naturalistic scene appearance and robust background subtraction, and the computing infrastructure has to enable real-time processing of the recorded material. This paper describes our recording setup for multi-view video acquisition that enables the synchronized recording of dynamic scenes from multiple camera positions under controlled conditions. The requirements to the room and their implementation in the separate components of the studio are described in detail. The efficiency and flexibility of the room is demonstrated on the basis of the results that we obtain with a real-time 3D scene reconstruction system, a system for non-intrusive optical motion capture and a model-based free-viewpoint video system for human actors.","PeriodicalId":137668,"journal":{"name":"International Conference on Vision, Video and Graphics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129149029","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jean-Marc Hasenfratz, M. Lapierre, J. Gascuel, Edmond Boyer
{"title":"Real-Time Capture, Reconstruction and Insertion into Virtual World of Human Actors","authors":"Jean-Marc Hasenfratz, M. Lapierre, J. Gascuel, Edmond Boyer","doi":"10.2312/vvg.20031007","DOIUrl":"https://doi.org/10.2312/vvg.20031007","url":null,"abstract":"In this paper, we show how to capture an actor with no intrusive trackers and without any special environment like blue set, how to estimate its 3D-geometry and how to insert this geometry into a virtual world in real-time. We use several cameras in conjunction with background subtraction to produce silhouettes of the actor as observed from the different camera viewpoints. These silhouettes allow the 3D-geometry of the actor to be estimated by a voxel based method. This geometry is rendered with a marching cube algorithm and inserted into a virtual world. Shadows of the actor corresponding to virtual lights are then added and interactions with objects of the virtual world are proposed. The main originality of this paper is to propose a complete pipeline that can computes up to 30 frames per second. Since the rapidity of the process depends mainly on its slowest step, we present here all these steps. For each of them, we present and discuss the solution that is used. Some of them are new solutions, as the 3D shape estimation which is achieved using graphics hardware. Results are presented and discussed.","PeriodicalId":137668,"journal":{"name":"International Conference on Vision, Video and Graphics","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123425547","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Collaborative Vision and Interactive Mosaicing","authors":"J. Robinson","doi":"10.2312/vvg.20031028","DOIUrl":"https://doi.org/10.2312/vvg.20031028","url":null,"abstract":"criteria for collaborative vision applications where a camera user/operator and a computer work together to analyse a scene. An example of how these may be fulfilled is provided in IMP - an interactive mosaicing program. IMP generates mosaics in real-time, interacting with the user to cue camera movement and relay performance in- formation.","PeriodicalId":137668,"journal":{"name":"International Conference on Vision, Video and Graphics","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124148629","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Visualising Video Sequences using Direct Volume Rendering","authors":"G. Daniel, M. Chen","doi":"10.2312/vvg.20031014","DOIUrl":"https://doi.org/10.2312/vvg.20031014","url":null,"abstract":"It is evident that more and more video data is being generated everyday, for example, by TV broadcast companies and security cameras. However, whilst we are overwhelmed by the huge amount of imagery data, machine vision is generally not yet ready to replace us in most of the everyday visual tasks. In this paper we present a novel approach to the handling of video data. We propose to employ volume visualisation techniques for “summarising” video sequences, and to render video volumes into appropriate visual representations. Such visualisations can be used to assist in a decision making process, for instance, to determine if there is any unusual level of activity recorded in a video. In the paper, we present a prototype system, called V 3 , for capturing, managing, processing and visualising video data sets. We highlight the conceptual similarity between video visualisation and the traditional volume visualisation, and describe the deployment of conventional transfer functions and spatial transfer functions in video visualisation. We examine several statistical image comparison metrics and discuss their effectiveness in extracting meaningful information from video sequences. This work demonstrates the importance and the potential of combining graphics, video and vision technologies.","PeriodicalId":137668,"journal":{"name":"International Conference on Vision, Video and Graphics","volume":"45 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125827750","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Monte Carlo Noise Reduction Using Bayesian Method in Wavelet domain","authors":"Ruifeng Xu, S. Pattanaik","doi":"10.2312/vvg.20051015","DOIUrl":"https://doi.org/10.2312/vvg.20051015","url":null,"abstract":"A novel post-processing approach for removing Monte Carlo noises in synthetic images is presented in this paper. This paper first presents our findings on the statistical characteristics of the Monte Carlo noise, and then proposes a Bayesian method to remove this noise. The aim of this approach is to efficiently produce high quality synthetic images using Monte Carlo based rendering at low sampling rates.","PeriodicalId":137668,"journal":{"name":"International Conference on Vision, Video and Graphics","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130884854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"User Interfaces for Mobile Augmented Reality Systems","authors":"Steven K. Feiner","doi":"10.2312/vvg.20031017","DOIUrl":"https://doi.org/10.2312/vvg.20031017","url":null,"abstract":"In this dissertation, we present typical components of, useful services associated with, and user interactions possible with mobile augmented reality systems, based on a comprehensive series of hardware and software infrastructures and application prototypes we developed. We define a practical taxonomy of user interface components for such systems and establish methodology for adaptive mobile augmented reality interfaces that dynamically rearrange themselves in response to changes in user context. \u0000The research contributions to the state-of-the-art in augmented reality begin with the author's participation in the design of the “Columbia Touring Machine” in 1997, the first example of an outdoor mobile augmented reality system, and his lead in developing later prototypes. We develop a series of hardware and software infrastructures for prototyping mobile augmented reality applications that allow multiple users to participate in collaborative tasks taking place indoors and outdoors. \u0000We present exploratory user interfaces for many different applications and user scenarios, including the Situated Documentaries application framework for experiencing spatially distributed hypermedia presentations. Based on these explorations, we develop a taxonomic categorization of mobile augmented reality interface components and their properties. Virtual and real world objects alike are considered part of the interface. We tag each component with information about its purpose, its intrinsic properties, its relationship to other objects, and its capabilities and flexibility with regard to various manipulations. \u0000Mobile augmented reality has until now faced a significant challenge: the complexity of the augmented views rapidly increases when many virtual objects fight for screen space to annotate physical entities in the dynamic views of multiple fast-paced roaming users. Responding to this, we develop user interface management techniques for mobile augmented reality. A rule-based reasoning architecture uses the taxonomic data classification mentioned above to automatically rearrange augmented reality views in dynamic situations; for example to remove clutter in the augmented view of the world or to react to infrastructural context changes, such as variations in tracking accuracy.","PeriodicalId":137668,"journal":{"name":"International Conference on Vision, Video and Graphics","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132086691","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}