200 research outputs found

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    Efficient 3D Reconstruction, Streaming and Visualization of Static and Dynamic Scene Parts for Multi-client Live-telepresence in Large-scale Environments

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    Despite the impressive progress of telepresence systems for room-scale scenes with static and dynamic scene entities, expanding their capabilities to scenarios with larger dynamic environments beyond a fixed size of a few square-meters remains challenging. In this paper, we aim at sharing 3D live-telepresence experiences in large-scale environments beyond room scale with both static and dynamic scene entities at practical bandwidth requirements only based on light-weight scene capture with a single moving consumer-grade RGB-D camera. To this end, we present a system which is built upon a novel hybrid volumetric scene representation in terms of the combination of a voxel-based scene representation for the static contents, that not only stores the reconstructed surface geometry but also contains information about the object semantics as well as their accumulated dynamic movement over time, and a point-cloud-based representation for dynamic scene parts, where the respective separation from static parts is achieved based on semantic and instance information extracted for the input frames. With an independent yet simultaneous streaming of both static and dynamic content, where we seamlessly integrate potentially moving but currently static scene entities in the static model until they are becoming dynamic again, as well as the fusion of static and dynamic data at the remote client, our system is able to achieve VR-based live-telepresence at close to real-time rates. Our evaluation demonstrates the potential of our novel approach in terms of visual quality, performance, and ablation studies regarding involved design choices

    From Capture to Display: A Survey on Volumetric Video

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    Volumetric video, which offers immersive viewing experiences, is gaining increasing prominence. With its six degrees of freedom, it provides viewers with greater immersion and interactivity compared to traditional videos. Despite their potential, volumetric video services poses significant challenges. This survey conducts a comprehensive review of the existing literature on volumetric video. We firstly provide a general framework of volumetric video services, followed by a discussion on prerequisites for volumetric video, encompassing representations, open datasets, and quality assessment metrics. Then we delve into the current methodologies for each stage of the volumetric video service pipeline, detailing capturing, compression, transmission, rendering, and display techniques. Lastly, we explore various applications enabled by this pioneering technology and we present an array of research challenges and opportunities in the domain of volumetric video services. This survey aspires to provide a holistic understanding of this burgeoning field and shed light on potential future research trajectories, aiming to bring the vision of volumetric video to fruition.Comment: Submitte

    REAL-TIME CAPTURE AND RENDERING OF PHYSICAL SCENE WITH AN EFFICIENTLY CALIBRATED RGB-D CAMERA NETWORK

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    From object tracking to 3D reconstruction, RGB-Depth (RGB-D) camera networks play an increasingly important role in many vision and graphics applications. With the recent explosive growth of Augmented Reality (AR) and Virtual Reality (VR) platforms, utilizing camera RGB-D camera networks to capture and render dynamic physical space can enhance immersive experiences for users. To maximize coverage and minimize costs, practical applications often use a small number of RGB-D cameras and sparsely place them around the environment for data capturing. While sparse color camera networks have been studied for decades, the problems of extrinsic calibration of and rendering with sparse RGB-D camera networks are less well understood. Extrinsic calibration is difficult because of inappropriate RGB-D camera models and lack of shared scene features. Due to the significant camera noise and sparse coverage of the scene, the quality of rendering 3D point clouds is much lower compared with synthetic models. Adding virtual objects whose rendering depend on the physical environment such as those with reflective surfaces further complicate the rendering pipeline. In this dissertation, I propose novel solutions to tackle these challenges faced by RGB-D camera systems. First, I propose a novel extrinsic calibration algorithm that can accurately and rapidly calibrate the geometric relationships across an arbitrary number of RGB-D cameras on a network. Second, I propose a novel rendering pipeline that can capture and render, in real-time, dynamic scenes in the presence of arbitrary-shaped reflective virtual objects. Third, I have demonstrated a teleportation application that uses the proposed system to merge two geographically separated 3D captured scenes into the same reconstructed environment. To provide a fast and robust calibration for a sparse RGB-D camera network, first, the correspondences between different camera views are established by using a spherical calibration object. We show that this approach outperforms other techniques based on planar calibration objects. Second, instead of modeling camera extrinsic using rigid transformation that is optimal only for pinhole cameras, different view transformation functions including rigid transformation, polynomial transformation, and manifold regression are systematically tested to determine the most robust mapping that generalizes well to unseen data. Third, the celebrated bundle adjustment procedure is reformulated to minimize the global 3D projection error so as to fine-tune the initial estimates. To achieve a realistic mirror rendering, a robust eye detector is used to identify the viewer\u27s 3D location and render the reflective scene accordingly. The limited field of view obtained from a single camera is overcome by our calibrated RGB-D camera network system that is scalable to capture an arbitrarily large environment. The rendering is accomplished by raytracing light rays from the viewpoint to the scene reflected by the virtual curved surface. To the best of our knowledge, the proposed system is the first to render reflective dynamic scenes from real 3D data in large environments. Our scalable client-server architecture is computationally efficient - the calibration of a camera network system, including data capture, can be done in minutes using only commodity PCs

    Videos in Context for Telecommunication and Spatial Browsing

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    The research presented in this thesis explores the use of videos embedded in panoramic imagery to transmit spatial and temporal information describing remote environments and their dynamics. Virtual environments (VEs) through which users can explore remote locations are rapidly emerging as a popular medium of presence and remote collaboration. However, capturing visual representation of locations to be used in VEs is usually a tedious process that requires either manual modelling of environments or the employment of specific hardware. Capturing environment dynamics is not straightforward either, and it is usually performed through specific tracking hardware. Similarly, browsing large unstructured video-collections with available tools is difficult, as the abundance of spatial and temporal information makes them hard to comprehend. At the same time, on a spectrum between 3D VEs and 2D images, panoramas lie in between, as they offer the same 2D images accessibility while preserving 3D virtual environments surrounding representation. For this reason, panoramas are an attractive basis for videoconferencing and browsing tools as they can relate several videos temporally and spatially. This research explores methods to acquire, fuse, render and stream data coming from heterogeneous cameras, with the help of panoramic imagery. Three distinct but interrelated questions are addressed. First, the thesis considers how spatially localised video can be used to increase the spatial information transmitted during video mediated communication, and if this improves quality of communication. Second, the research asks whether videos in panoramic context can be used to convey spatial and temporal information of a remote place and the dynamics within, and if this improves users' performance in tasks that require spatio-temporal thinking. Finally, the thesis considers whether there is an impact of display type on reasoning about events within videos in panoramic context. These research questions were investigated over three experiments, covering scenarios common to computer-supported cooperative work and video browsing. To support the investigation, two distinct video+context systems were developed. The first telecommunication experiment compared our videos in context interface with fully-panoramic video and conventional webcam video conferencing in an object placement scenario. The second experiment investigated the impact of videos in panoramic context on quality of spatio-temporal thinking during localization tasks. To support the experiment, a novel interface to video-collection in panoramic context was developed and compared with common video-browsing tools. The final experimental study investigated the impact of display type on reasoning about events. The study explored three adaptations of our video-collection interface to three display types. The overall conclusion is that videos in panoramic context offer a valid solution to spatio-temporal exploration of remote locations. Our approach presents a richer visual representation in terms of space and time than standard tools, showing that providing panoramic contexts to video collections makes spatio-temporal tasks easier. To this end, videos in context are suitable alternative to more difficult, and often expensive solutions. These findings are beneficial to many applications, including teleconferencing, virtual tourism and remote assistance

    A Stereo-Panoramic Telepresence System for Construction Machines

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    Abstract Working machines in construction sites or emergency scenarios can operate in situations that can be dangerous for the operator. On the contrary, remote operation has been typically hindered by limited sense of presence of the operator in the environment due to the reduced field of view of cameras. Starting from these considerations, this work introduces a novel real-time panoramic telepresence system for construction machines. This system does allow fully immersive operations in critical scenarios while keeping the operator in a safe location at safe distance from the construction operation. An omnidirectional stereo vision head mounted over the machine acquires and sends data to the operator with a streaming technique that focuses on the current direction of sight of the operator. The operator uses a head-mounted display to experience the remote site also with the possibility to view digital information overlaid to the remote scene as a type of augmented reality. The paper addresses the design and architecture of the system starting from the vision system and then proceeding to the immersive visualization

    Enhanced life-size holographic telepresence framework with real-time three-dimensional reconstruction for dynamic scene

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    Three-dimensional (3D) reconstruction has the ability to capture and reproduce 3D representation of a real object or scene. 3D telepresence allows the user to feel the presence of remote user that was remotely transferred in a digital representation. Holographic display is one of alternatives to discard wearable hardware restriction, it utilizes light diffraction to display 3D images to the viewers. However, to capture a real-time life-size or a full-body human is still challenging since it involves a dynamic scene. The remaining issue arises when dynamic object to be reconstructed is always moving and changes shapes and required multiple capturing views. The life-size data captured were multiplied exponentially when working with more depth cameras, it can cause the high computation time especially involving dynamic scene. To transfer high volume 3D images over network in real-time can also cause lag and latency issue. Hence, the aim of this research is to enhance life-size holographic telepresence framework with real-time 3D reconstruction for dynamic scene. There are three stages have been carried out, in the first stage the real-time 3D reconstruction with the Marching Square algorithm is combined during data acquisition of dynamic scenes captured by life-size setup of multiple Red Green Blue-Depth (RGB-D) cameras. Second stage is to transmit the data that was acquired from multiple RGB-D cameras in real-time and perform double compression for the life-size holographic telepresence. The third stage is to evaluate the life-size holographic telepresence framework that has been integrated with the real-time 3D reconstruction of dynamic scenes. The findings show that by enhancing life-size holographic telepresence framework with real-time 3D reconstruction, it has reduced the computation time and improved the 3D representation of remote user in dynamic scene. By running the double compression for the life-size holographic telepresence, 3D representations in life-size is smooth. It has proven can minimize the delay or latency during acquired frames synchronization in remote communications

    Acting rehearsal in collaborative multimodal mixed reality environments

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    This paper presents the use of our multimodal mixed reality telecommunication system to support remote acting rehearsal. The rehearsals involved two actors, located in London and Barcelona, and a director in another location in London. This triadic audiovisual telecommunication was performed in a spatial and multimodal collaborative mixed reality environment based on the 'destination-visitor' paradigm, which we define and put into use. We detail our heterogeneous system architecture, which spans the three distributed and technologically asymmetric sites, and features a range of capture, display, and transmission technologies. The actors' and director's experience of rehearsing a scene via the system are then discussed, exploring successes and failures of this heterogeneous form of telecollaboration. Overall, the common spatial frame of reference presented by the system to all parties was highly conducive to theatrical acting and directing, allowing blocking, gross gesture, and unambiguous instruction to be issued. The relative inexpressivity of the actors' embodiments was identified as the central limitation of the telecommunication, meaning that moments relying on performing and reacting to consequential facial expression and subtle gesture were less successful

    LiveVV: Human-Centered Live Volumetric Video Streaming System

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    Volumetric video has emerged as a prominent medium within the realm of eXtended Reality (XR) with the advancements in computer graphics and depth capture hardware. Users can fully immersive themselves in volumetric video with the ability to switch their viewport in six degree-of-freedom (DOF), including three rotational dimensions (yaw, pitch, roll) and three translational dimensions (X, Y, Z). Different from traditional 2D videos that are composed of pixel matrices, volumetric videos employ point clouds, meshes, or voxels to represent a volumetric scene, resulting in significantly larger data sizes. While previous works have successfully achieved volumetric video streaming in video-on-demand scenarios, the live streaming of volumetric video remains an unresolved challenge due to the limited network bandwidth and stringent latency constraints. In this paper, we for the first time propose a holistic live volumetric video streaming system, LiveVV, which achieves multi-view capture, scene segmentation \& reuse, adaptive transmission, and rendering. LiveVV contains multiple lightweight volumetric video capture modules that are capable of being deployed without prior preparation. To reduce bandwidth consumption, LiveVV processes static and dynamic volumetric content separately by reusing static data with low disparity and decimating data with low visual saliency. Besides, to deal with network fluctuation, LiveVV integrates a volumetric video adaptive bitrate streaming algorithm (VABR) to enable fluent playback with the maximum quality of experience. Extensive real-world experiment shows that LiveVV can achieve live volumetric video streaming at a frame rate of 24 fps with a latency of less than 350ms
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