724 research outputs found

    3D-TV Production from Conventional Cameras for Sports Broadcast

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    3DTV production of live sports events presents a challenging problem involving conflicting requirements of main- taining broadcast stereo picture quality with practical problems in developing robust systems for cost effective deployment. In this paper we propose an alternative approach to stereo production in sports events using the conventional monocular broadcast cameras for 3D reconstruction of the event and subsequent stereo rendering. This approach has the potential advantage over stereo camera rigs of recovering full scene depth, allowing inter-ocular distance and convergence to be adapted according to the requirements of the target display and enabling stereo coverage from both existing and ‘virtual’ camera positions without additional cameras. A prototype system is presented with results of sports TV production trials for rendering of stereo and free-viewpoint video sequences of soccer and rugby

    Image-based rendering and synthesis

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    Multiview imaging (MVI) is currently the focus of some research as it has a wide range of applications and opens up research in other topics and applications, including virtual view synthesis for three-dimensional (3D) television (3DTV) and entertainment. However, a large amount of storage is needed by multiview systems and are difficult to construct. The concept behind allowing 3D scenes and objects to be visualized in a realistic way without full 3D model reconstruction is image-based rendering (IBR). Using images as the primary substrate, IBR has many potential applications including for video games, virtual travel and others. The technique creates new views of scenes which are reconstructed from a collection of densely sampled images or videos. The IBR concept has different classification such as knowing 3D models and the lighting conditions and be rendered using conventional graphic techniques. Another is lightfield or lumigraph rendering which depends on dense sampling with no or very little geometry for rendering without recovering the exact 3D-models.published_or_final_versio

    Design of Immersive Online Hotel Walkthrough System Using Image-Based (Concentric Mosaics) Rendering

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    Conventional hotel booking websites only represents their services in 2D photos to show their facilities. 2D photos are just static photos that cannot be move and rotate. Imagebased virtual walkthrough for the hospitality industry is a potential technology to attract more customers. In this project, a research will be carried out to create an Image-based rendering (IBR) virtual walkthrough and panoramic-based walkthrough by using only Macromedia Flash Professional 8, Photovista Panorama 3.0 and Reality Studio for the interaction of the images. The web-based of the image-based are using the Macromedia Dreamweaver Professional 8. The images will be displayed in Adobe Flash Player 8 or higher. In making image-based walkthrough, a concentric mosaic technique is used while image mosaicing technique is applied in panoramic-based walkthrough. A comparison of the both walkthrough is compared. The study is also focus on the comparison between number of pictures and smoothness of the walkthrough. There are advantages of using different techniques such as image-based walkthrough is a real time walkthrough since the user can walk around right, left, forward and backward whereas the panoramic-based cannot experience real time walkthrough because the user can only view 360 degrees from a fixed spot

    Survey of image-based representations and compression techniques

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    In this paper, we survey the techniques for image-based rendering (IBR) and for compressing image-based representations. Unlike traditional three-dimensional (3-D) computer graphics, in which 3-D geometry of the scene is known, IBR techniques render novel views directly from input images. IBR techniques can be classified into three categories according to how much geometric information is used: rendering without geometry, rendering with implicit geometry (i.e., correspondence), and rendering with explicit geometry (either with approximate or accurate geometry). We discuss the characteristics of these categories and their representative techniques. IBR techniques demonstrate a surprising diverse range in their extent of use of images and geometry in representing 3-D scenes. We explore the issues in trading off the use of images and geometry by revisiting plenoptic-sampling analysis and the notions of view dependency and geometric proxies. Finally, we highlight compression techniques specifically designed for image-based representations. Such compression techniques are important in making IBR techniques practical.published_or_final_versio

    Wide-baseline object interpolation using shape prior regularization of epipolar plane images

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    This paper considers the synthesis of intermediate views of an object captured by two calibrated and widely spaced cameras. Based only on those two very different views, our paper proposes to reconstruct the object Epipolar Plane Image Volume [1] (EPIV), which describes the object transformation when continuously moving the viewpoint of the synthetic view in-between the two reference cameras. This problem is clearly ill-posed since the occlusions and the foreshortening effect make the reference views significantly different when the cameras are far apart. Our main contribution consists in disambiguating this ill-posed problem by constraining the interpolated views to be consistent with an object shape prior. This prior is learnt based on images captured by the two reference views, and consists in a nonlinear shape manifold representing the plausible silhouettes of the object described by Elliptic Fourier Descriptors. Experiments on both synthetic and natural images show that the proposed method preserves the topological structure of objects during the intermediate view synthesis, while dealing effectively with the self-occluded regions and with the severe foreshortening effect associated to wide-baseline camera configurations

    Efficient acquisition, representation and rendering of light fields

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    In this thesis we discuss the representation of three-dimensional scenes using image data (image-based rendering), and more precisely the so-called light field approach. We start with an up-to-date survey on previous work in this young field of research. Then we propose a light field representation based on image data and additional per-pixel depth values. This enables us to reconstruct arbitrary views of the scene in an efficient way and with high quality. Furtermore, we can use the same representation to determine optimal reference views during the acquisition of a light field. We further present the so-called free form parameterization, which allows for a relatively free placement of reference views. Finally, we demonstrate a prototype of the Lumi-Shelf system, which acquires, transmits, and renders the light field of a dynamic scene at multiple frames per second.Diese Doktorarbeit beschäftigt sich mit der Repräsentierung dreidimensionaler Szenen durch Bilddaten (engl. image-based rendering, deutsch bildbasierte Bildsynthese), speziell mit dem Ansatz des sog. Lichtfelds. Nach einem aktuellen Überblick über bisherige Arbeiten in diesem jungen Forschungsgebiet stellen wir eine Datenrepräsentation vor, die auf Bilddaten mit zusätzlichen Tiefenwerten basiert. Damit sind wir in der Lage, beliebige Ansichten der Szene effizient und in hoher Qualität zu rekonstruieren sowie die optimalen Referenz-Ansichten bei der Akquisition eines Lichtfelds zu bestimmen. Weiterhin präsentieren wir die sog. Freiform-Parametrisierung, die eine relativ freie Anordnung der Referenz-Ansichten erlaubt. Abschließend demonstrieren wir einen Prototyp des Lumishelf-Systems, welches die Aufnahme, Übertragung und Darstellung des Lichtfeldes einer dynamischen Szene mit mehreren Bildern pro Sekunde ermöglicht

    Efficient acquisition, representation and rendering of light fields

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    In this thesis we discuss the representation of three-dimensional scenes using image data (image-based rendering), and more precisely the so-called light field approach. We start with an up-to-date survey on previous work in this young field of research. Then we propose a light field representation based on image data and additional per-pixel depth values. This enables us to reconstruct arbitrary views of the scene in an efficient way and with high quality. Furtermore, we can use the same representation to determine optimal reference views during the acquisition of a light field. We further present the so-called free form parameterization, which allows for a relatively free placement of reference views. Finally, we demonstrate a prototype of the Lumi-Shelf system, which acquires, transmits, and renders the light field of a dynamic scene at multiple frames per second.Diese Doktorarbeit beschäftigt sich mit der Repräsentierung dreidimensionaler Szenen durch Bilddaten (engl. image-based rendering, deutsch bildbasierte Bildsynthese), speziell mit dem Ansatz des sog. Lichtfelds. Nach einem aktuellen Überblick über bisherige Arbeiten in diesem jungen Forschungsgebiet stellen wir eine Datenrepräsentation vor, die auf Bilddaten mit zusätzlichen Tiefenwerten basiert. Damit sind wir in der Lage, beliebige Ansichten der Szene effizient und in hoher Qualität zu rekonstruieren sowie die optimalen Referenz-Ansichten bei der Akquisition eines Lichtfelds zu bestimmen. Weiterhin präsentieren wir die sog. Freiform-Parametrisierung, die eine relativ freie Anordnung der Referenz-Ansichten erlaubt. Abschließend demonstrieren wir einen Prototyp des Lumishelf-Systems, welches die Aufnahme, Übertragung und Darstellung des Lichtfeldes einer dynamischen Szene mit mehreren Bildern pro Sekunde ermöglicht

    Coordination of appearance and motion data for virtual view generation of traditional dances

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    A novel method is proposed for virtual view generation of traditional dances. In the proposed framework, a traditional dance is captured separately for appearance registration and motion registration. By coordinating the appearance and motion data, we can easily control virtual camera motion within a dancer-centered coordinate system. For this purpose, a coordination problem should be solved between the appearance and motion data, since they are captured separately and the dancer moves freely in the room. The present paper shows a practical algorithm to solve it. A set of algorithms are also provided for appearance and motion registration, and virtual view generation from archived data. In the appearance registration, a 3D human shape is recovered in each time from a set of input images after suppressing their backgrounds. By combining the recovered 3D shape and a set of images for each time, we can compose archived dance data. In the motion registration, stereoscopic tracking is accomplished for color markers placed on the dancer. A virtual view generation is formalized as a color blending among multiple views, and a novel and efficient algorithm is proposed for the composition of a natural virtual view from a set of images. In the proposed method, weightings of the linear combination are calculated from both an assumed viewpoint and a surface normal.</p
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