虚拟现实:概念和早期成果

T. Kanade, P J Narayanan, P. Rander
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引用次数: 200

摘要

视觉媒介从早期绘画发展到古典时代的写实绘画,再到照片。活动影像的媒介始于电影。电视和录像技术将其推进到“现场”显示动作或稍后捕捉和回放。在上述所有媒体中,场景的视图都是在转录时确定的,独立于观看者。我们一直在开发一种新的视觉媒介,叫做虚拟现实。它使用计算机视觉和计算机图形学的技术,将视角的选择延迟到观看时间。视觉事件是用许多摄像机从各个方面捕捉到的。事件的3D结构与图像的像素对齐,使用立体技术计算几个选择的方向。三角测量和纹理映射使“软相机”的位置能够从任何新的视点重建事件。借助立体观看系统,虚拟现实允许观看者在场景中自由移动,而不受用于记录场景的转录角度的影响。我们描述了在我们的“工作室”中制作虚拟现实电影的硬件和软件设置。通过实例验证了该系统的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Virtualized reality: concepts and early results
The visual medium evolved from early paintings to the realistic paintings of the classical era to photographs. The medium of moving imagery started with motion pictures. Television and video recording advanced it to show action "live" or capture and playback later. In all of the above media, the view of the scene is determined at the transcription time, independent of the viewer. We have been developing a new visual medium called virtualized reality. It delays the selection of the viewing angle until view time, using techniques from computer vision and computer graphics. The visual event is captured using many cameras that cover the action from all sides. The 3D structure of the event, aligned with the pixels of the image, is computed for a few selected directions using a stereo technique. Triangulation and texture mapping enable the placement of a "soft-camera" to reconstruct the event from any new viewpoint. With a stereo-viewing system, virtualized reality allows a viewer to move freely in the scene, independent of the transcription angles used to record the scene. We describe the hardware and software setup in our "studio" to make virtualized reality movies. Examples are provided to demonstrate the effectiveness of the system.
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