805 research outputs found

    Spatial augmented reality in outdoor areas using long-range vision systems

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    Projection mapping [also known as Spatial Augmented Reality] is a well known augmented reality technique which changes the appearance of the physical, real-world environment by projecting media on them. Projection Mapping is currently used in a variety of applications and it is increasingly becoming more popular. In this research, we investigate the use of computer graphics and computer vision techniques that can enable us to create an immersive augmented reality environment in an outdoor setting with large number of participants. Specifically, we address long range projection of stereoscopic media in anaglyph format. This is inexpensive and less intrusive among user immersion technologies, since participants have only to wear low cost anaglyph glasses. Since the projection surface is at a long distance, and is a real world object(s), and there is always ambient lighting, there are many challenges. These include calibration of the cameras and projectors, modeling the projection surface(s) geometry and light behavior and transforming the projection media to compensate for the surface properties. We address these problems and propose an innovative new framework which uses image-based techniques for automatic calibration, geometry and appearance properties capture, and a simulation based technique for creating compensated media. We have implemented our framework and demonstrate its effectiveness through multiple user studies in real world settings

    Augmented and Virtual Reality techniques for footwear

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    The use of 3D imaging techniques has been early adopted in the footwear industry. In particular, 3D imaging could be used to aid commerce and improve the quality and sales of shoes. Footwear customization is an added value aimed not only to improve product quality, but also consumer comfort. Moreover, customisation implies a new business model that avoids the competition of mass production coming from new manufacturers settled mainly in Asian countries. However, footwear customisation implies a significant effort at different levels. In manufacturing, rapid and virtual prototyping is required; indeed the prototype is intended to become the final product. The whole design procedure must be validated using exclusively virtual techniques to ensure the feasibility of this process, since physical prototypes should be avoided. With regard to commerce, it would be desirable for the consumer to choose any model of shoes from a large 3D database and be able to try them on looking at a magic mirror. This would probably reduce costs and increase sales, since shops would not require storing every shoe model and the process of trying several models on would be easier and faster for the consumer. In this paper, new advances in 3D techniques coming from experience in cinema, TV and games are successfully applied to footwear. Firstly, the characteristics of a high-quality stereoscopic vision system for footwear are presented. Secondly, a system for the interaction with virtual footwear models based on 3D gloves is detailed. Finally, an augmented reality system (magic mirror) is presented, which is implemented with low-cost computational elements that allow a hypothetical customer to check in real time the goodness of a given virtual footwear model from an aesthetical point of view

    Depth-Assisted Semantic Segmentation, Image Enhancement and Parametric Modeling

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    This dissertation addresses the problem of employing 3D depth information on solving a number of traditional challenging computer vision/graphics problems. Humans have the abilities of perceiving the depth information in 3D world, which enable humans to reconstruct layouts, recognize objects and understand the geometric space and semantic meanings of the visual world. Therefore it is significant to explore how the 3D depth information can be utilized by computer vision systems to mimic such abilities of humans. This dissertation aims at employing 3D depth information to solve vision/graphics problems in the following aspects: scene understanding, image enhancements and 3D reconstruction and modeling. In addressing scene understanding problem, we present a framework for semantic segmentation and object recognition on urban video sequence only using dense depth maps recovered from the video. Five view-independent 3D features that vary with object class are extracted from dense depth maps and used for segmenting and recognizing different object classes in street scene images. We demonstrate a scene parsing algorithm that uses only dense 3D depth information to outperform using sparse 3D or 2D appearance features. In addressing image enhancement problem, we present a framework to overcome the imperfections of personal photographs of tourist sites using the rich information provided by large-scale internet photo collections (IPCs). By augmenting personal 2D images with 3D information reconstructed from IPCs, we address a number of traditionally challenging image enhancement techniques and achieve high-quality results using simple and robust algorithms. In addressing 3D reconstruction and modeling problem, we focus on parametric modeling of flower petals, the most distinctive part of a plant. The complex structure, severe occlusions and wide variations make the reconstruction of their 3D models a challenging task. We overcome these challenges by combining data driven modeling techniques with domain knowledge from botany. Taking a 3D point cloud of an input flower scanned from a single view, each segmented petal is fitted with a scale-invariant morphable petal shape model, which is constructed from individually scanned 3D exemplar petals. Novel constraints based on botany studies are incorporated into the fitting process for realistically reconstructing occluded regions and maintaining correct 3D spatial relations. The main contribution of the dissertation is in the intelligent usage of 3D depth information on solving traditional challenging vision/graphics problems. By developing some advanced algorithms either automatically or with minimum user interaction, the goal of this dissertation is to demonstrate that computed 3D depth behind the multiple images contains rich information of the visual world and therefore can be intelligently utilized to recognize/ understand semantic meanings of scenes, efficiently enhance and augment single 2D images, and reconstruct high-quality 3D models

    Acquiring 3D scene information from 2D images

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    In recent years, people are becoming increasingly acquainted with 3D technologies such as 3DTV, 3D movies and 3D virtual navigation of city environments in their daily life. Commercial 3D movies are now commonly available for consumers. Virtual navigation of our living environment as used on a personal computer has become a reality due to well-known web-based geographic applications using advanced imaging technologies. To enable such 3D applications, many technological challenges such as 3D content creation, 3D displaying technology and 3D content transmission need to tackled and deployed at low cost. This thesis concentrates on the reconstruction of 3D scene information from multiple 2D images, aiming for an automatic and low-cost production of the 3D content. In this thesis, two multiple-view 3D reconstruction systems are proposed: a 3D modeling system for reconstructing the sparse 3D scene model from long video sequences captured with a hand-held consumer camcorder, and a depth reconstruction system for creating depth maps from multiple-view videos taken by multiple synchronized cameras. Both systems are designed to compute the 3D scene information in an automated way with minimum human interventions, in order to reduce the production cost of 3D contents. Experimental results on real videos of hundreds and thousands frames have shown that the two systems are able to accurately and automatically reconstruct the 3D scene information from 2D image data. The findings of this research are useful for emerging 3D applications such as 3D games, 3D visualization and 3D content production. Apart from designing and implementing the two proposed systems, we have developed three key scientific contributions to enable the two proposed 3D reconstruction systems. The first contribution is that we have designed a novel feature point matching algorithm that uses only a smoothness constraint for matching the points, which states that neighboring feature points in images tend to move with similar directions and magnitudes. The employed smoothness assumption is not only valid but also robust for most images with limited image motion, regardless of the camera motion and scene structure. Because of this, the algorithm obtains two major advan- 1 tages. First, the algorithm is robust to illumination changes, as the employed smoothness constraint does not rely on any texture information. Second, the algorithm has a good capability to handle the drift of the feature points over time, as the drift can hardly lead to a violation of the smoothness constraint. This leads to the large number of feature points matched and tracked by the proposed algorithm, which significantly helps the subsequent 3D modeling process. Our feature point matching algorithm is specifically designed for matching and tracking feature points in image/video sequences where the image motion is limited. Our extensive experimental results show that the proposed algorithm is able to track at least 2.5 times as many feature points compared with the state-of-the-art algorithms, with a comparable or higher accuracy. This contributes significantly to the robustness of the 3D reconstruction process. The second contribution is that we have developed algorithms to detect critical configurations where the factorization-based 3D reconstruction degenerates. Based on the detection, we have proposed a sequence-dividing algorithm to divide a long sequence into subsequences, such that successful 3D reconstructions can be performed on individual subsequences with a high confidence. The partial reconstructions are merged later to obtain the 3D model of the complete scene. In the critical configuration detection algorithm, the four critical configurations are detected: (1) coplanar 3D scene points, (2) pure camera rotation, (3) rotation around two camera centers, and (4) presence of excessive noise and outliers in the measurements. The configurations in cases (1), (2) and (4) will affect the rank of the Scaled Measurement Matrix (SMM). The number of camera centers in case (3) will affect the number of independent rows of the SMM. By examining the rank and the row space of the SMM, the abovementioned critical configurations are detected. Based on the detection results, the proposed sequence-dividing algorithm divides a long sequence into subsequences, such that each subsequence is free of the four critical configurations in order to obtain successful 3D reconstructions on individual subsequences. Experimental results on both synthetic and real sequences have demonstrated that the above four critical configurations are robustly detected, and a long sequence of thousands frames is automatically divided into subsequences, yielding successful 3D reconstructions. The proposed critical configuration detection and sequence-dividing algorithms provide an essential processing block for an automatical 3D reconstruction on long sequences. The third contribution is that we have proposed a coarse-to-fine multiple-view depth labeling algorithm to compute depth maps from multiple-view videos, where the accuracy of resulting depth maps is gradually refined in multiple optimization passes. In the proposed algorithm, multiple-view depth reconstruction is formulated as an image-based labeling problem using the framework of Maximum A Posterior (MAP) on Markov Random Fields (MRF). The MAP-MRF framework allows the combination of various objective and heuristic depth cues to define the local penalty and the interaction energies, which provides a straightforward and computationally tractable formulation. Furthermore, the global optimal MAP solution to depth labeli ing can be found by minimizing the local energies, using existing MRF optimization algorithms. The proposed algorithm contains the following three key contributions. (1) A graph construction algorithm to proposed to construct triangular meshes on over-segmentation maps, in order to exploit the color and the texture information for depth labeling. (2) Multiple depth cues are combined to define the local energies. Furthermore, the local energies are adapted to the local image content, in order to consider the varying nature of the image content for an accurate depth labeling. (3) Both the density of the graph nodes and the intervals of the depth labels are gradually refined in multiple labeling passes. By doing so, both the computational efficiency and the robustness of the depth labeling process are improved. The experimental results on real multiple-view videos show that the depth maps of for selected reference view are accurately reconstructed. Depth discontinuities are very well preserved

    Single View Modeling and View Synthesis

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    This thesis develops new algorithms to produce 3D content from a single camera. Today, amateurs can use hand-held camcorders to capture and display the 3D world in 2D, using mature technologies. However, there is always a strong desire to record and re-explore the 3D world in 3D. To achieve this goal, current approaches usually make use of a camera array, which suffers from tedious setup and calibration processes, as well as lack of portability, limiting its application to lab experiments. In this thesis, I try to produce the 3D contents using a single camera, making it as simple as shooting pictures. It requires a new front end capturing device rather than a regular camcorder, as well as more sophisticated algorithms. First, in order to capture the highly detailed object surfaces, I designed and developed a depth camera based on a novel technique called light fall-off stereo (LFS). The LFS depth camera outputs color+depth image sequences and achieves 30 fps, which is necessary for capturing dynamic scenes. Based on the output color+depth images, I developed a new approach that builds 3D models of dynamic and deformable objects. While the camera can only capture part of a whole object at any instance, partial surfaces are assembled together to form a complete 3D model by a novel warping algorithm. Inspired by the success of single view 3D modeling, I extended my exploration into 2D-3D video conversion that does not utilize a depth camera. I developed a semi-automatic system that converts monocular videos into stereoscopic videos, via view synthesis. It combines motion analysis with user interaction, aiming to transfer as much depth inferring work from the user to the computer. I developed two new methods that analyze the optical flow in order to provide additional qualitative depth constraints. The automatically extracted depth information is presented in the user interface to assist with user labeling work. In this thesis, I developed new algorithms to produce 3D contents from a single camera. Depending on the input data, my algorithm can build high fidelity 3D models for dynamic and deformable objects if depth maps are provided. Otherwise, it can turn the video clips into stereoscopic video

    Die Virtuelle Videokamera: ein System zur Blickpunktsynthese in beliebigen, dynamischen Szenen

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    The Virtual Video Camera project strives to create free viewpoint video from casually captured multi-view data. Multiple video streams of a dynamic scene are captured with off-the-shelf camcorders, and the user can re-render the scene from novel perspectives. In this thesis the algorithmic core of the Virtual Video Camera is presented. This includes the algorithm for image correspondence estimation as well as the image-based renderer. Furthermore, its application in the context of an actual video production is showcased, and the rendering and image processing pipeline is extended to incorporate depth information.Das Virtual Video Camera Projekt dient der Erzeugung von Free Viewpoint Video Ansichten von Multi-View Aufnahmen: Material mehrerer Videoströme wird hierzu mit handelsüblichen Camcordern aufgezeichnet. Im Anschluss kann die Szene aus beliebigen, von den ursprünglichen Kameras nicht abgedeckten Blickwinkeln betrachtet werden. In dieser Dissertation wird der algorithmische Kern der Virtual Video Camera vorgestellt. Dies beinhaltet das Verfahren zur Bildkorrespondenzschätzung sowie den bildbasierten Renderer. Darüber hinaus wird die Anwendung im Kontext einer Videoproduktion beleuchtet. Dazu wird die bildbasierte Erzeugung neuer Blickpunkte um die Erzeugung und Einbindung von Tiefeninformationen erweitert

    Localisation and tracking of stationary users for extended reality

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    In this thesis, we investigate the topics of localisation and tracking in the context of Extended Reality. In many on-site or outdoor Augmented Reality (AR) applications, users are standing or sitting in one place and performing mostly rotational movements, i.e. stationary. This type of stationary motion also occurs in Virtual Reality (VR) applications such as panorama capture by moving a camera in a circle. Both applications require us to track the motion of a camera in potentially very large and open environments. State-of-the-art methods such as Structure-from-Motion (SfM), and Simultaneous Localisation and Mapping (SLAM), tend to rely on scene reconstruction from significant translational motion in order to compute camera positions. This can often lead to failure in application scenarios such as tracking for seated sport spectators, or stereo panorama capture where the translational movement is small compared to the scale of the environment. To begin with, we investigate the topic of localisation as it is key to providing global context for many stationary applications. To achieve this, we capture our own datasets in a variety of large open spaces including two sports stadia. We then develop and investigate these techniques in the context of these sports stadia using a variety of state-of-the-art localisation approaches. We cover geometry-based methods to handle dynamic aspects of a stadium environment, as well as appearance-based methods, and compare them to a state-of-the-art SfM system to identify the most applicable methods for server-based and on-device localisation. Recent work in SfM has shown that the type of stationary motion that we target can be reliably estimated by applying spherical constraints to the pose estimation. In this thesis, we extend these concepts into a real-time keyframe-based SLAM system for the purposes of AR, and develop a unique data structure for simplifying keyframe selection. We show that our constrained approach can track more robustly in these challenging stationary scenarios compared to state-of-the-art SLAM through both synthetic and real-data tests. In the application of capturing stereo panoramas for VR, this thesis demonstrates the unsuitability of standard SfM techniques for reconstructing these circular videos. We apply and extend recent research in spherically constrained SfM to creating stereo panoramas and compare this with state-of-the-art general SfM in a technical evaluation. With a user study, we show that the motion requirements of our SfM approach are similar to the natural motion of users, and that a constrained SfM approach is sufficient for providing stereoscopic effects when viewing the panoramas in VR

    Advances in Stereo Vision

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    Stereopsis is a vision process whose geometrical foundation has been known for a long time, ever since the experiments by Wheatstone, in the 19th century. Nevertheless, its inner workings in biological organisms, as well as its emulation by computer systems, have proven elusive, and stereo vision remains a very active and challenging area of research nowadays. In this volume we have attempted to present a limited but relevant sample of the work being carried out in stereo vision, covering significant aspects both from the applied and from the theoretical standpoints
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