Visual motion of curves and surfaces
Visual motion of curves and surfaces
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A Flexible New Technique for Camera Calibration
IEEE Transactions on Pattern Analysis and Machine Intelligence
Online model reconstruction for interactive virtual environments
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
3-D live: real time interaction for mixed reality
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
The Visual Hull Concept for Silhouette-Based Image Understanding
IEEE Transactions on Pattern Analysis and Machine Intelligence
Polyhedral Visual Hulls for Real-Time Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
A Distributed System for Real-Time Volume Reconstruction
CAMP '00 Proceedings of the Fifth IEEE International Workshop on Computer Architectures for Machine Perception (CAMP'00)
Combining 2D Feature Tracking and Volume Reconstruction for Online Video-Based Human Motion Capture
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
Free-viewpoint video of human actors
ACM SIGGRAPH 2003 Papers
Enhancing Silhouette-Based Human Motion Capture with 3D Motion Fields
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
A survey of methods for volumetric scene reconstruction from photographs
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Real-Time 3D Human Capture System for Mixed-Reality Art and Entertainment
IEEE Transactions on Visualization and Computer Graphics
Grimage: markerless 3D interactions
ACM SIGGRAPH 2007 emerging technologies
Real-Time 3D Reconstruction for Collision Avoidance in Interventional Environments
MICCAI '08 Proceedings of the 11th International Conference on Medical Image Computing and Computer-Assisted Intervention, Part II
Real-Time Space Carving Using Graphics Hardware
IEICE - Transactions on Information and Systems
The multiple-camera 3-D production studio
IEEE Transactions on Circuits and Systems for Video Technology
Real-Time 3D Reconstruction for Occlusion-Aware Interactions in Mixed Reality
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Focused Volumetric Visual Hull with Color Extraction
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
A methodology for remote virtual interaction in teleimmersive environments
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
VR@Home: an immersive contents creation system for 3D user-generated contents
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Real-time and marker-free 3D motion capture for home entertainment oriented applications
ACCV'07 Proceedings of the 8th Asian conference on Computer vision - Volume Part I
Real-time and markerless 3D human motion capture using multiple views
Proceedings of the 2nd conference on Human motion: understanding, modeling, capture and animation
Real-time voxel-based visual hull reconstruction
Microprocessors & Microsystems
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Real-time video acquisition is becoming a reality with the most recent camera technology. Three-dimensional models can be reconstructed from multiple views using visual hull carving techniques. However the combination of these approaches to obtain a moving 3D model from simultaneous video captures remains a technological challenge. In this paper we demonstrate a complete system architecture allowing the real-time (≤ 30 fps) acquisition and full-body reconstruction of one or several actors, which can then be integrated in a virtual environment. A volume of approximately 2m3 is observed with (at least) four video cameras and the video fluxes are processed to obtain a volumetric model of the moving actors. The reconstruction process uses a mixture of pipelined and parallel processing, using N individual PCs for N cameras and a central computer for integration, reconstruction and display. A surface description is obtained using a marching cubes algorithm. We discuss the overall architecture choices, with particular emphasis on the real-time constraint and latency issues, and demonstrate that a software synchronization of the video fluxes is both sufficient and efficient. The ability to reconstruct a full-body model of the actors and any additional props or elements opens the way for very natural interaction techniques using the entire body and real elements manipulated by the user, whose avatar is immersed in a virtual world.