158 research outputs found

    Spacetime Freeview Generation Using Image-based Rendering, Relighting, and Augmented Telepresence

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    ABSTRACT This paper proposes an freeview generation technique providing the users to change their viewpoints beyond time and space. The study consists of three technical elements: image-based rendering, relighting, and augmented telepresence. Before now, we have developed two systems relating this study: an augmented telepresence system and a full spherical HDR aerial imaging system

    A 360 VR and Wi-Fi Tracking Based Autonomous Telepresence Robot for Virtual Tour

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    This study proposes a novel mobile robot teleoperation interface that demonstrates the applicability of a robot-aided remote telepresence system with a virtual reality (VR) device to a virtual tour scenario. To improve realism and provide an intuitive replica of the remote environment for the user interface, the implemented system automatically moves a mobile robot (viewpoint) while displaying a 360-degree live video streamed from the robot to a VR device (Oculus Rift). Upon the user choosing a destination location from a given set of options, the robot generates a route based on a shortest path graph and travels along that the route using a wireless signal tracking method that depends on measuring the direction of arrival (DOA) of radio signals. This paper presents an overview of the system and architecture, and discusses its implementation aspects. Experimental results show that the proposed system is able to move to the destination stably using the signal tracking method, and that at the same time, the user can remotely control the robot through the VR interface

    Machine Vision System to Induct Binocular Wide-Angle Foveated Information into Both the Human and Computers - Feature Generation Algorithm based on DFT for Binocular Fixation

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    This paper introduces a machine vision system, which is suitable for cooperative works between the human and computer. This system provides images inputted from a stereo camera head not only to the processor but also to the user’s sight as binocular wide-angle foveated (WAF) information, thus it is applicable for Virtual Reality (VR) systems such as tele-existence or training experts. The stereo camera head plays a role to get required input images foveated by special wide-angle optics under camera view direction control and 3D head mount display (HMD) displays fused 3D images to the user. Moreover, an analog video signal processing device much inspired from a structure of the human visual system realizes a unique way to provide WAF information to plural processors and the user. Therefore, this developed vision system is also much expected to be applicable for the human brain and vision research, because the design concept is to mimic the human visual system. Further, an algorithm to generate features using Discrete Fourier Transform (DFT) for binocular fixation in order to provide well-fused 3D images to 3D HMD is proposed. This paper examines influences of applying this algorithm to space variant images such as WAF images, based on experimental results

    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

    An Efficient Image-Based Telepresence System for Videoconferencing

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    Capture, Reconstruction, and Representation of the Visual Real World for Virtual Reality

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    We provide an overview of the concerns, current practice, and limitations for capturing, reconstructing, and representing the real world visually within virtual reality. Given that our goals are to capture, transmit, and depict complex real-world phenomena to humans, these challenges cover the opto-electro-mechanical, computational, informational, and perceptual fields. Practically producing a system for real-world VR capture requires navigating a complex design space and pushing the state of the art in each of these areas. As such, we outline several promising directions for future work to improve the quality and flexibility of real-world VR capture systems

    Omnidirectional texturing of human actors from multiple view video sequences

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    National audienceCes dernières années, de plus en plus d'activités de recherche sont consacrées à l'étude de la vidéo tridimensionnelle, créée à partir de plusieurs flux vidéo. Le but est d'obtenir une vidéo free-viewpoint, où l'utilisateur peut observer d'un point de vue arbitraire, choisi de manière interactive, une scène filmée par plusieurs caméras. Les applications possibles sont diverses. Un système free-viewpoint peut augmenter le réalisme visuel de la technologie de téléprésence. De ce fait des utilisateurs situés physiquement en différents endroits peuvent collaborer à travers un même environnement virtuel. En outre, les effets spéciaux employés par l'industrie du film, comme ceux introduits dans le film Matrix (freeze-and-rotate), seraient rendus accessibles à tous les utilisateurs. Dans la plupart des applications de réalité virtuelle, nous cherchons à représenter des acteurs sous la forme d'avatar. C'est pourquoi la recherche est importante dans ce domaine. Pour les vidéos de type free-viewpoint, la scène est filmée simultanément par différentes caméras depuis plusieurs points de vue. Les flux vidéo obtenus par les caméras sont utilisés pour créer un modèle 3D de la scène. Cette reconstruction tridimensionnelle est indispensable pour que l'utilisateur puisse regarder la scène depuis n'importe quel point de vue. Dans le cadre de la réalité virtuelle, il est possible d'ajouter de nouveaux objets dans cette scène (objets virtuels) et de traiter les problèmes d'éclairage (ombres au sol, . . .), ainsi que les problèmes d'occultation [7, 8]. Le modèle 3D peut être décrit en utilisant différentes méthodes, telles que des maillages, des échantillons de points ou des voxels. Pour rendre le modèle plus réaliste, les flux vidéo provenant des caméras sont plaqués sur le modèle 3D. Finalement, en combinant le modèle 3D reconstruit et les différents flux vidéo, nous sommes capables de reconstruire un monde virtuel réaliste. Le but du stage effectué a été de réaliser le 'texturage' en temps réel d'un modèle 3D d'un animateur. L'étude a été effectuée dans le cadre du projet CYBER-II 2 . Ce projet vise à simuler, en temps réel (au minimum 25 images par secondes), la présence d'une personne (par exemple un présentateur de télévision ou un professeur) dans un environnement virtuel

    Real-Time Computational Gigapixel Multi-Camera Systems

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    The standard cameras are designed to truthfully mimic the human eye and the visual system. In recent years, commercially available cameras are becoming more complex, and offer higher image resolutions than ever before. However, the quality of conventional imaging methods is limited by several parameters, such as the pixel size, lens system, the diffraction limit, etc. The rapid technological advancements, increase in the available computing power, and introduction of Graphics Processing Units (GPU) and Field-Programmable-Gate-Arrays (FPGA) open new possibilities in the computer vision and computer graphics communities. The researchers are now focusing on utilizing the immense computational power offered on the modern processing platforms, to create imaging systems with novel or significantly enhanced capabilities compared to the standard ones. One popular type of the computational imaging systems offering new possibilities is a multi-camera system. This thesis will focus on FPGA-based multi-camera systems that operate in real-time. The aim of themulti-camera systems presented in this thesis is to offer a wide field-of-view (FOV) video coverage at high frame rates. The wide FOV is achieved by constructing a panoramic image from the images acquired by the multi-camera system. Two new real-time computational imaging systems that provide new functionalities and better performance compared to conventional cameras are presented in this thesis. Each camera system design and implementation are analyzed in detail, built and tested in real-time conditions. Panoptic is a miniaturized low-cost multi-camera system that reconstructs a 360 degrees view in real-time. Since it is an easily portable system, it provides means to capture the complete surrounding light field in dynamic environment, such as when mounted on a vehicle or a flying drone. The second presented system, GigaEye II , is a modular high-resolution imaging system that introduces the concept of distributed image processing in the real-time camera systems. This thesis explains in detail howsuch concept can be efficiently used in real-time computational imaging systems. The purpose of computational imaging systems in the form of multi-camera systems does not end with real-time panoramas. The application scope of these cameras is vast. They can be used in 3D cinematography, for broadcasting live events, or for immersive telepresence experience. The final chapter of this thesis presents three potential applications of these systems: object detection and tracking, high dynamic range (HDR) imaging, and observation of multiple regions of interest. Object detection and tracking, and observation of multiple regions of interest are extremely useful and desired capabilities of surveillance systems, in security and defense industry, or in the fast-growing industry of autonomous vehicles. On the other hand, high dynamic range imaging is becoming a common option in the consumer market cameras, and the presented method allows instantaneous capture of HDR videos. Finally, this thesis concludes with the discussion of the real-time multi-camera systems, their advantages, their limitations, and the future predictions
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