A Theory of Shape by Space Carving
International Journal of Computer Vision - Special issue on Genomic Signal Processing
ICCV '99 Proceedings of the International Workshop on Vision Algorithms: Theory and Practice
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
Motion reconstruction using sparse accelerometer data
ACM Transactions on Graphics (TOG)
Adaptive space carving with texture mapping
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and Its Applications - Volume Part III
Persistent homology for 3d reconstruction evaluation
CTIC'12 Proceedings of the 4th international conference on Computational Topology in Image Context
Topological evaluation of volume reconstructions by voxel carving
Computer Vision and Image Understanding
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Whilst voxel carving approaches exist that allow non-invasive 3D human reconstruction, their performance is heavily dependent on the number of cameras used and the placement of these cameras around the subject. We present a technique to quantify the fall-off in accuracy of spatially carved volumetric representations of humans based on real world constraints. We describe an example of such a quantitative evaluation using a synthetic dataset of typical sports motion in a tennis court scenario, created using computer graphics techniques and motion capture data. Experiments are performed using a baseline voxel carving technique that includes player tracking, background subtraction and player voxel carving. This type of quantitative evaluation could be used by amateur sporting clubs without a sophisticated capture infrastructure to understand how best to instrument a camera network in order to obtain a good trade-off between reconstruction accuracy and installation cost.