足球场多视点视频的自由视点图像合成

K. Hayashi, H. Saito
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引用次数: 34

摘要

提出了一种从足球场多视点视频中合成自由视点图像的新方法。以前的方法只能在真实摄像机之间的中间视点合成虚拟视点图像。先前的方法仅估计输入图像之间的像素对应关系,用于合成虚拟视点图像,而无需进行3D重建。本文提出了一种通过重建简单三维模型来合成不受中间视点限制的自由视点虚拟视点图像的新方法。为了重建物体足球场景,我们在没有标记物体的情况下进行相机校准,因为我们可以节省将这些物体放在足球场上的人工。为了重建动态区域,我们采用动态区域的广告牌表示。广告牌的位置是通过追踪球员来确定的。广告牌表示可以实现简单的三维重建,并将纹理转换为虚拟视点动态区域方面的适当外观。我们还介绍了在广告牌上渲染的最佳相机的选择。我们选择在虚拟视点具有最相似纹理的最优摄像机。将该方法应用到足球场景中,可以仅利用真实图像的像素值合成自由视点图像
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Synthesizing Free-Viewpoing Images from Multiple View Videos in Soccer StadiumADIUM
We propose a new method for synthesizing free-viewpoint images from multiple view videos in soccer stadium. The previous method can synthesize virtual viewpoint images at only intermediate viewpoint between real cameras. The previous method estimates only pixel-wise correspondences between input images for synthesizing virtual viewpoint images without a 3D reconstruction. In this paper, we propose a new method that can synthesize virtual viewpoint images at free-viewpoints which are not limited at intermediate viewpoint by reconstructing simple 3D models. To reconstruct the object soccer scene, we perform camera calibration without marker objects because we can save labor to put such objects on the soccer ground. For reconstructing of dynamic regions, we employ a billboard representation of dynamic regions. The position of the billboard is determined by tracking the players. The billboard representation can realize a simple 3D reconstruction and transform textures into the appropriate appearance of the aspect of dynamic regions at virtual viewpoint. We also introduce the choice of optimal cameras for rendering on the billboard. We choose the optimal camera that has the most similar texture at virtual viewpoint. By applying our method to a soccer scene, we can synthesize free-viewpoint images by employing only pixel values of real images
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