Quantifying human reconstruction accuracy for voxelcarving in a sporting environment

  • Authors:
  • David S. Monaghan;Philip Kelly;Noel O'Connor

  • Affiliations:
  • Dublin City University, Dublin, Ireland;Dublin City University, Dublin, Ireland;Dublin City University, Dublin, Ireland

  • Venue:
  • MM '11 Proceedings of the 19th ACM international conference on Multimedia
  • Year:
  • 2011

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Abstract

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.