基于占用推理和重构调度的交互式虚拟环境形状建模

Yeong-Jae Choi, Yong-il Cho, Gowun Jeong, Sujung Bae, Hyunseung Yang
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引用次数: 0

摘要

交互式虚拟环境(IVE)是一个虚拟物体和现实世界物体相互交流的世界,就像在AR或AV世界中一样。在交互方面,合理的响应时间是实时反应的一个关键方面。为了实现这一目标,在虚拟世界中重建真实世界的物体应该尽可能高效。传统的基于多摄像机的形状建模方法不适合用于视觉传感器网络(VSN),因为它没有考虑功率、内存容量和计算性能等有限的资源,并且摄像机所覆盖的空间变得更大。在带有vsn的IVE中,重建会遇到以下两个问题。首先,由于扫描空间的增加,重构性能下降。其次,用于传达轮廓图像的能量消耗增加。为了解决这两个问题,首先我们建立了一个表示多个运动物体在地平面上的三维占用的概率图。这有助于将扫描空间限制在占用区域内。其次,我们制定一个重建时间表,这意味着决定哪些相机重建哪些对象。利用该方法,可以高效地完成基于vsn的图形建模。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efficient shape modeling using occupancy reasoning with reconstruction scheduling for interactive virtual environments
An interactive virtual environment (IVE) is a world where virtual objects and real world objects communicate interactively with each other like in AR or AV worlds. In terms of interaction, reasonable response time is a key aspect for real-time reaction. To achieve it, reconstruction of real world objects in a virtual world should be done as efficient as possible. The conventional multiple camera based approaches for shape modeling are not proper for a visual sensor network (VSN), because limited resources such as the lack of power, memory capacity, and computing performance were not under the consideration and the space covered by cameras gets even much larger. In IVE with VSNs, two problems for the reconstruction take place as follows. First, performance for reconstruction decreases due to increasing scanning space. Second, energy consumption for communicating silhouette images increases. In order to solve those two problems, first we build up a probability map which represents three-dimensional occupancy of multiple moving objects in the ground plane. This helps restrict the scanning space only within the occupancy region. Second, we make a schedule of reconstruction, which means to decide which cameras reconstruct which objects. With our method, shape modeling in IVE with VSNs can be done in an efficient manner.
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