The Visual Hull Concept for Silhouette-Based Image Understanding
IEEE Transactions on Pattern Analysis and Machine Intelligence
Real-Time Tracking of Articulated Human Models Using a 3D Shape-from-Silhouette Method
RobVis '01 Proceedings of the International Workshop on Robot Vision
Visual Hull Construction Using Adaptive Sampling
WACV-MOTION '05 Proceedings of the Seventh IEEE Workshops on Application of Computer Vision (WACV/MOTION'05) - Volume 1 - Volume 01
Full Body Tracking from Multiple Views Using Stochastic Sampling
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 2 - Volume 02
A Comparison and Evaluation of Multi-View Stereo Reconstruction Algorithms
CVPR '06 Proceedings of the 2006 IEEE Computer Society Conference on Computer Vision and Pattern Recognition - Volume 1
Visual Hull Construction in the Presence of Partial Occlusion
3DPVT '06 Proceedings of the Third International Symposium on 3D Data Processing, Visualization, and Transmission (3DPVT'06)
Compensated Visual Hull for Defective Segmentation and Occlusion
ICAT '07 Proceedings of the 17th International Conference on Artificial Reality and Telexistence
Parallel Computing Experiences with CUDA
IEEE Micro
A platform for monitoring aspects of human presence in real-time
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part II
A free-viewpoint virtual mirror with marker-less user interaction
SCIA'11 Proceedings of the 17th Scandinavian conference on Image analysis
VAST'10 Proceedings of the 11th International conference on Virtual Reality, Archaeology and Cultural Heritage
From multiple views to textured 3d meshes: a GPU-Powered approach
ECCV'10 Proceedings of the 11th European conference on Trends and Topics in Computer Vision - Volume Part II
Real-time high-resolution sparse voxelization with application to image-based modeling
Proceedings of the 5th High-Performance Graphics Conference
Hi-index | 0.00 |
We present an approach to compute the visual hulls of multiple people in real-time in the presence of occlusions. We prove that the resulting visual hulls are correct and minimal under occlusions. Our proposed algorithm runs completely on the GPU with framerates up to 50fps for multiple people using only one computer equipped with off-the-shelf hardware. We also compare runtimes for different graphic chips and show that our approach scales very well without additional effort. Comparison to other work shows that our algorithm is as fast as state-of-the-art technology. The resulting visual hulls can be the basis for a wide range of algorithms that require a robust voxel representation as input.