To speed up the reconstruction of 3D dynamic scenes in an ordinary hardware platform, we propose an efficient framework to reconstruct 3D dynamic objects using a multiscale-contour-based interpolation from multi-view ...To speed up the reconstruction of 3D dynamic scenes in an ordinary hardware platform, we propose an efficient framework to reconstruct 3D dynamic objects using a multiscale-contour-based interpolation from multi-view videos. Our framework takes full advantage of spatio-temporal-contour consistency. It exploits the property to interpolate single contours, two neighboring contours which belong to the same model, and two contours which belong to the same view at different times, corresponding to point-, contour-, and model-level interpolations, respectively. The framework formulates the interpolation of two models as point cloud transport rather than non-rigid surface deformation. Our framework speeds up the reconstruction of a dynamic scene while improving the accuracy of point-pairing which is used to perform the interpolation. We obtain a higher frame rate, spatio-temporal-coherence, and a quasi-dense point cloud sequence with color information. Experiments with real data were conducted to test the efficiency of the framework.展开更多
In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. ...In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. We present a new VBR system that creates new views of a live dynamic scene. This system provides high quality images and does not require any background subtraction. Our method follows a plane-sweep approach and reaches real-time rendering using consumer graphic hardware, graphics processing unit (GPU). Only one computer is used for both acquisition and rendering. The video stream acquisition is performed by at least 3 webcams. We propose an additional video stream management that extends the number of webcams to 10 or more. These considerations make our system low-cost and hence accessible for everyone. We also present an adaptation of our plane-sweep method to create simultaneously multiple views of the scene in real-time. Our system is especially designed for stereovision using autostereoscopic displays. The new views are computed from 4 webcams connected to a computer and are compressed in order to be transfered to a mobile phone. Using GPU programming, our method provides up to 16 images of the scene in real-time. The use of both GPU and CPU makes this method work on only one consumer grade computer.展开更多
In current interactive television schemes, the viewpoints should be manipulated by the user. However, there is no efficient method, to assist a user in automatically identifying and tracking the optimum viewpoint when...In current interactive television schemes, the viewpoints should be manipulated by the user. However, there is no efficient method, to assist a user in automatically identifying and tracking the optimum viewpoint when the user observes the object of interest because many objects, most often humans, move rapidly and frequently. This paper proposes a novel framework for determining and tracking the virtual camera to best capture the front of the person of interest (PoI). First, one PoI is interactively chosen in a segmented 3D scene reconstructed by space carving method. Second, key points of the human torso of the PoI are detected by using a model-based method and the human's global motion including rotation and translation is estimated by using a close-formed method with 3 corresponding points. At the last step, the front direction of PoI is tracked temporally by using the unscented particle filter (UPF). Experimental results show that the method can properly compute the front direction of the PoI and robustly track the best viewpoints.展开更多
目的基于深度图的绘制(DIBR)是一种新型的虚拟视点生成技术,在诸多方面得到了广泛的应用。然而,该技术还不能满足实时性的绘制需求。为了在保证绘制质量不下降的前提下,尽可能地提高绘制速度,提出了一种高效的3D-Warping(3维坐标变换)...目的基于深度图的绘制(DIBR)是一种新型的虚拟视点生成技术,在诸多方面得到了广泛的应用。然而,该技术还不能满足实时性的绘制需求。为了在保证绘制质量不下降的前提下,尽可能地提高绘制速度,提出了一种高效的3D-Warping(3维坐标变换)算法。方法主要在以下3个方面进行了改进:1)引入了深度—视差映射表技术,避免了重复地进行视差求取操作。2)对深度平坦的像素块进行基于块的3D-Warping,减少了映射的次数。对深度非平坦像素块中的像素点采取传统的基于像素点的3D-Warping,保证了映射的准确性。3)针对两种不同的3D-Warping方式,分别提出了相应的插值算法。在水平方向上,改进的像素插值算法对紧邻插值和Splatting(散射)插值算法进行了折中,只在映射像素点与待插值像素点很近的情况下才进行紧邻插值,否则进行Splatting插值;在深度方向上,它对Z-Buffer(深度缓存)技术进行了改进,舍弃了与前景物体太远的映射像素点,而对其他映射像素点按深度值进行加权操作。结果实验结果表明,与标准绘制方案的整像素精度相比,绘制时间平均节省了72.05%;与标准绘制方案的半像素精度相比,PSNR平均提高了0.355 d B,SSIM平均提高了0.001 15。结论改进算法非常适用于水平设置相机系统的DIBR技术中的整像素精度绘制,对包含大量深度平坦区域的视频序列效果明显,不但能够提高绘制的速度,而且可以有效地改善绘制的客观质量。展开更多
基金Project supported by the National Basic Research Program(973)of China(No.2012CB725305)the Natural Science Foundation of Guizhou Province,China(No.20132094)+1 种基金the National Social Science Fund,China(No.12&ZD32)the Introducing Talents Foundation of Guizhou University,China(No.2012028)
文摘To speed up the reconstruction of 3D dynamic scenes in an ordinary hardware platform, we propose an efficient framework to reconstruct 3D dynamic objects using a multiscale-contour-based interpolation from multi-view videos. Our framework takes full advantage of spatio-temporal-contour consistency. It exploits the property to interpolate single contours, two neighboring contours which belong to the same model, and two contours which belong to the same view at different times, corresponding to point-, contour-, and model-level interpolations, respectively. The framework formulates the interpolation of two models as point cloud transport rather than non-rigid surface deformation. Our framework speeds up the reconstruction of a dynamic scene while improving the accuracy of point-pairing which is used to perform the interpolation. We obtain a higher frame rate, spatio-temporal-coherence, and a quasi-dense point cloud sequence with color information. Experiments with real data were conducted to test the efficiency of the framework.
基金This work was supported by Foundation of Technology Supporting the Creation of Digital Media Contents project (CREST, JST), Japan
文摘In recent years, many image-based rendering techniques have advanced from static to dynamic scenes and thus become video-based rendering (VBR) methods. But actually, only a few of them can render new views on-line. We present a new VBR system that creates new views of a live dynamic scene. This system provides high quality images and does not require any background subtraction. Our method follows a plane-sweep approach and reaches real-time rendering using consumer graphic hardware, graphics processing unit (GPU). Only one computer is used for both acquisition and rendering. The video stream acquisition is performed by at least 3 webcams. We propose an additional video stream management that extends the number of webcams to 10 or more. These considerations make our system low-cost and hence accessible for everyone. We also present an adaptation of our plane-sweep method to create simultaneously multiple views of the scene in real-time. Our system is especially designed for stereovision using autostereoscopic displays. The new views are computed from 4 webcams connected to a computer and are compressed in order to be transfered to a mobile phone. Using GPU programming, our method provides up to 16 images of the scene in real-time. The use of both GPU and CPU makes this method work on only one consumer grade computer.
基金the Shanghai Municipal Education Commission Project (No. SDL10026)
文摘In current interactive television schemes, the viewpoints should be manipulated by the user. However, there is no efficient method, to assist a user in automatically identifying and tracking the optimum viewpoint when the user observes the object of interest because many objects, most often humans, move rapidly and frequently. This paper proposes a novel framework for determining and tracking the virtual camera to best capture the front of the person of interest (PoI). First, one PoI is interactively chosen in a segmented 3D scene reconstructed by space carving method. Second, key points of the human torso of the PoI are detected by using a model-based method and the human's global motion including rotation and translation is estimated by using a close-formed method with 3 corresponding points. At the last step, the front direction of PoI is tracked temporally by using the unscented particle filter (UPF). Experimental results show that the method can properly compute the front direction of the PoI and robustly track the best viewpoints.
文摘目的基于深度图的绘制(DIBR)是一种新型的虚拟视点生成技术,在诸多方面得到了广泛的应用。然而,该技术还不能满足实时性的绘制需求。为了在保证绘制质量不下降的前提下,尽可能地提高绘制速度,提出了一种高效的3D-Warping(3维坐标变换)算法。方法主要在以下3个方面进行了改进:1)引入了深度—视差映射表技术,避免了重复地进行视差求取操作。2)对深度平坦的像素块进行基于块的3D-Warping,减少了映射的次数。对深度非平坦像素块中的像素点采取传统的基于像素点的3D-Warping,保证了映射的准确性。3)针对两种不同的3D-Warping方式,分别提出了相应的插值算法。在水平方向上,改进的像素插值算法对紧邻插值和Splatting(散射)插值算法进行了折中,只在映射像素点与待插值像素点很近的情况下才进行紧邻插值,否则进行Splatting插值;在深度方向上,它对Z-Buffer(深度缓存)技术进行了改进,舍弃了与前景物体太远的映射像素点,而对其他映射像素点按深度值进行加权操作。结果实验结果表明,与标准绘制方案的整像素精度相比,绘制时间平均节省了72.05%;与标准绘制方案的半像素精度相比,PSNR平均提高了0.355 d B,SSIM平均提高了0.001 15。结论改进算法非常适用于水平设置相机系统的DIBR技术中的整像素精度绘制,对包含大量深度平坦区域的视频序列效果明显,不但能够提高绘制的速度,而且可以有效地改善绘制的客观质量。