6 research outputs found

    GPU-Based Optimization of a Free-Viewpoint Video System

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    We present a method for optimizing the reconstruction and rendering of 3D objects from multiple images by utilizing the latest features of consumer-level graphics hardware based on shader model 4.0. We accelerate visual hull reconstruction by rewriting a shape-from-silhouette algorithm to execute on the GPU's parallel architecture. Rendering a is optimized through the application of geometry shaders to generate billboarding microfacets textured with captured images. We also present a method for handling occlusion in the camera selection process that is optimized for execution on the GPU. Execution time is further improved by rendering intermediate results directly to texture to minimize the number of data transfers between graphics and main memory. We show our GPU based system to be significantly more efficient than a purely CPU-based approach, due to the parallel nature of the GPU, while maintaining graphical quality

    CINEMATIZED REALITY: CINEMATOGRAPHIC CAMERA CONTROLING 3D FREE-VIEWPOINT VIDEO

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    grammar of film language, imaginary line The purpose of Cinematized Reality is to record unexpected moments in people’s lives and create movies that look as if they were true footage. Since of course nobody knows when a particular unexpected event is going to take place, there is no guarantee of capturing that moment. The key concept of Cinematized Reality is to continuously record unexpected moments in our daily lives by applying the technique of Virtualized Reality to multiple videos captured by suitably positioned cameras. In this paper, we introduce our Cinematized Reality video system which follows the grammar of film language and applies expert knowledge to generate desirable film footage using a sequence of shots taken by a virtual camera.

    GPU-Based Optimization of a Free-Viewpoint Video System

    No full text
    We present a method for optimizing the reconstruction and rendering of 3D objects from multiple images by utilizing the latest features of consumer-level graphics hardware based on shader model 4.0. We accelerate visual hull reconstruction by rewriting a shape-from-silhouette algorithm to execute on the GPU's parallel architecture. Rendering a is optimized through the application of geometry shaders to generate billboarding microfacets textured with captured images. We also present a method for handling occlusion in the camera selection process that is optimized for execution on the GPU. Execution time is further improved by rendering intermediate results directly to texture to minimize the number of data transfers between graphics and main memory. We show our GPU based system to be significantly more efficient than a purely CPU-based approach, due to the parallel nature of the GPU, while maintaining graphical quality
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