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2009 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video最新文献

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Monitoring large volumes of interest by using voxel visibility 通过使用体素可见性来监控大量感兴趣的内容
Diego Ruiz, K. Hagihara, B. Macq
Classical visual hull implementations are fonded on the hypothesis that the object is entirely visible by all the cameras. This limits the size of the volume to monitor. By adding visibility to the classical occupancy description, we limit the impact of each camera to the sub-volume of interest viewed by it. Different parts of the volume of interest are reconstructed by different sub-groups of cameras. Within a distributed reconstruction system, the volume of interest is no more constrained by camera placement but by the cost of the equipment and the latency of the system. We demonstrate the usage of visibility with a real time system using pinhole cameras and with sequences acquired on board of a moving train with fish eye lenses.
经典的视觉船体实现是建立在物体被所有摄像机完全可见的假设之上的。这限制了要监视的卷的大小。通过在经典的占用描述中增加可见性,我们将每个摄像头的影响限制在它所关注的子体量上。感兴趣的体积的不同部分由不同的相机子组重建。在分布式重建系统中,感兴趣的量不再受摄像机位置的限制,而是受设备成本和系统延迟的限制。我们演示了使用针孔相机的实时系统和在移动的火车上用鱼眼镜头获得的序列的可视性的使用。
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引用次数: 0
3D content generation for autostereoscopic displays 用于自动立体显示的3D内容生成
K. Dimitropoulos, T. Semertzidis, N. Grammalidis
Content generation is one of the most critical issues for the growth of 3DTV services in future. New autostereoscopic displays, such as the Philips Wow® 3D display have significant advantages, including improved 3D viewing experience, wider viewing angles, multiple viewers and no need for special glasses. However, due to their content formatting requirements (2D + depth), live-action content is much more difficult to create. In this paper a new approach for 3D content generation is proposed, by integrating an existing state-of-the-art MRF-based disparity estimation method with additional pre- and post-processing steps. The proposed method uses rectification and colour segmentation to solve significant problems in disparity estimation as well as decomposition of the scene in foreground and background depth maps. Tests with different stereo sequences have already produced very promising results.
内容生成是未来3d电视业务发展的关键问题之一。新的自动立体显示器,如飞利浦Wow®3D显示器具有显著的优势,包括改进的3D观看体验,更宽的视角,多个观看者和不需要特殊眼镜。然而,由于它们的内容格式要求(2D +深度),实景内容的创建要困难得多。本文提出了一种新的3D内容生成方法,该方法将现有的最先进的基于mrf的视差估计方法与额外的预处理和后处理步骤相结合。该方法通过校正和颜色分割来解决视差估计和前景和背景深度图中场景的分解问题。不同立体序列的测试已经产生了非常有希望的结果。
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引用次数: 4
Registration of depth and video data in depth image based rendering 基于深度图像绘制的深度与视频数据配准
M. Fieseler, Xiaoyi Jiang
Depth image based rendering (DIBR) has been proposed to create content for 3D-TV. In DIBR stereoscopic images are created from monoscopic images and associated depth data. Techniques deducing depth information from available video content have been applied to process video data lacking associated depth data for DIBR. Yet, artificial as well as recorded depth data may contain misalignments with respect to the video data. Misaligned depth data is a source of artifacts observable in the rendered 3D view. We show that by using an edge based registration method the spatial alignment of depth and video data can be improved, leading to an alleviation of the observed artifacts.
基于深度图像的渲染(deep image based rendering, DIBR)被提出用于3d电视内容的生成。在DIBR中,立体图像是由单视角图像和相关深度数据创建的。从现有视频内容中推断深度信息的技术已被应用于处理缺乏相关深度数据的视频数据。然而,人工和记录的深度数据可能包含与视频数据相关的错位。不对齐的深度数据是渲染3D视图中可观察到的工件的来源。我们表明,通过使用基于边缘的配准方法,可以改善深度和视频数据的空间对齐,从而减轻观察到的伪影。
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引用次数: 9
Multisensory integration of a sound with stereo 3-D visual events 声音与立体三维视觉事件的多感官整合
K. Sakurai, P. M. Grove
The stream/bounce effect is an example of audio/visual interaction in which two identical luminance-defined targets in a 2-D display move toward one another from opposite sides of a display, coincide, and continue past one another along collinear trajectories. The targets can be perceived to either stream past or bounce off of one another. Streaming is the dominant perception in visual only displays while bouncing predominates when an auditory transient tone is presented at the point of coincidence. We extended previous findings on audio/visual interactions, using 3-D displays, and found the following two points. First, the sound-induced bias towards bouncing persists in spite of the introduction of spatial offsets in depth between the trajectories, which reduce the probability of motion reversals. Second, audio/visual interactions are similar for luminance-defined and disparity-defined displays, indicating that audio/visual interaction occurs at or beyond the visual processing stage where disparity-defined form is recovered.
流/反弹效应是音频/视觉交互的一个例子,其中二维显示器中两个相同亮度定义的目标从显示器的两侧相互移动,重合,并沿着共线轨迹继续彼此过去。这些目标可以被感知到要么流过,要么相互反弹。在视觉显示中,流是占主导地位的感知,而在巧合点呈现听觉瞬态音调时,弹跳占主导地位。我们使用3d显示器扩展了之前关于视听交互的发现,发现了以下两点。首先,尽管在轨迹之间引入了深度空间偏移,但声音诱导的弹跳偏倚仍然存在,这降低了运动逆转的概率。其次,对于亮度定义和差异定义的显示器,音频/视觉交互是相似的,这表明音频/视觉交互发生在或超越视觉处理阶段,其中差异定义的形式被恢复。
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引用次数: 1
A 3D avatar modeling of realworld objects using a depth camera 使用深度相机的现实世界物体的3D化身建模
Ji-Ho Cho, Hyun Soo Kim, Kwan H. Lee
In this paper, we propose a novel 3D avatar generation scheme using a depth camera. Depth camera can capture both visual and depth information of moving objects by using infrared light source at video frame rate. Our method consists of two main steps: alpha matting and mesh generation. We present a novel alpha matting algorithm that combines visual and range information. It improves an existing natural alpha matting methods. After alpha matting is performed a triangular mesh is created by using RGB, depth, and alpha images. Our method can represent any real world objects including a furry one. Experimental results show that ourmatting method demonstrates better results than the previous approaches. Especially our method provides a viable solution to model a scene with fuzzy objects.
在本文中,我们提出了一种新的使用深度相机的3D角色生成方案。深度摄像机利用红外光源,以视频帧率捕捉运动物体的视觉和深度信息。我们的方法包括两个主要步骤:alpha抠图和网格生成。提出了一种结合视觉和距离信息的alpha抠图算法。它改进了现有的自然alpha抠图方法。在alpha抠图完成后,使用RGB、depth和alpha图像创建三角形网格。我们的方法可以表示任何真实世界的物体,包括毛茸茸的物体。实验结果表明,该方法比以往的方法具有更好的效果。特别是该方法为模糊物体场景建模提供了一种可行的解决方案。
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引用次数: 1
iGLANCE: Transmission to medical high definition autostereoscopic displays 传输到医疗高清自动立体显示器
D. Ruijters, S. Zinger
The healthcare branch of the iGLANCE project aims at making high quality high definition autostereoscopic displays available in the clinical operating room. Displaying medical images on an autostereoscopic display poses different requirements than consumer usage would. For entertainment it is sufficient when the perceived image is convincing, even when deviating from the actual imaged scene. For medical usage it is essential that the perceived image represents the actual clinical data. The challenge that the iGLANCE project intends to address is the transmission of the autostereoscopic data through a bandwidth limited channel, while maintaining an image that does not contain significant image artifacts, like e.g. visible disocclusions.
iGLANCE项目的医疗保健部门旨在为临床手术室提供高质量、高清晰度的自动立体显示器。在自动立体显示器上显示医学图像提出了与消费者使用不同的要求。对于娱乐来说,只要感知到的图像令人信服,即使偏离了实际的图像场景,也就足够了。对于医学应用来说,感知到的图像必须代表实际的临床数据。iGLANCE项目打算解决的挑战是通过带宽有限的通道传输自动立体数据,同时保持不包含重大图像伪影的图像,例如可见的闭塞。
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引用次数: 18
Experimental investigation of holographic 3D-TV approach 全息3d电视方法的实验研究
M. Agour, T. Kreis
A digital hologram is recorded by a 2D CCD array by superposition of the wavefield reflected or scattered from a scene and a coherent reference wave. If the recorded digital hologram is fed to a spatial light modulator (SLM) and this is illuminated by the reference wave, then the whole original wavefield can be reconstructed. The reconstructed wavefield contains phase and intensity distributions, which means it is full 3D, exhibiting such effects as depth and parallax. Therefore, the concept of digital holography is a promising approach to 3D-TV. In one of our previous works the preliminaries of an all-digital-holographic approach to 3D-TV were given. Here one of our approaches is experimentally verified and its capabilities and limitations are investigated.
数字全息图是由2D CCD阵列通过叠加从场景反射或散射的波场和相干参考波来记录的。如果将所记录的数字全息图送入空间光调制器(SLM),并由参考波照射,则可以重建整个原始波场。重建的波场包含相位和强度分布,是全三维的,表现出深度和视差等效果。因此,数字全息的概念是一种很有前途的3d电视方法。在我们之前的一篇文章中,给出了3d电视全数字全息方法的初步设想。本文对我们的一种方法进行了实验验证,并对其性能和局限性进行了研究。
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引用次数: 15
Quality improving techniques in DIBR for free-viewpoint video 质量提高技术在DIBR为自由视点视频
L. Do, S. Zinger, Y. Morvan, P. D. With
This paper evaluates our 3D view interpolation rendering algorithm and proposes a few performance improving techniques. We aim at developing a rendering method for free-viewpoint 3DTV, based on depth image warping from surrounding cameras. The key feature of our approach is warping texture and depth in the first stage simultaneously and postpone blending the new view to a later stage, thereby avoiding errors in the virtual depth map. We evaluate the rendering quality in two ways. Firstly, it is measured by varying the distance between the two nearest cameras. We have obtained a PSNR gain of 3 dB and 4.5 dB for the ‘Breakdancers’ and ‘Ballet’ sequences, respectively, compared to the performance of a recent algorithm. A second series of tests in measuring the rendering quality were performed using compressed video or images from surrounding cameras. The overall quality of the system is dominated by rendering quality and not by coding.
本文对我们的三维视图插值绘制算法进行了评估,并提出了一些性能改进技术。我们的目标是开发一种基于周围相机深度图像扭曲的自由视点3DTV渲染方法。我们方法的关键特征是在第一阶段同时扭曲纹理和深度,并将新视图的混合推迟到后面的阶段,从而避免了虚拟深度图中的错误。我们以两种方式评估渲染质量。首先,通过改变两个最近的相机之间的距离来测量。与最近的算法相比,我们已经获得了“霹雳舞”和“芭蕾”序列的PSNR增益分别为3 dB和4.5 dB。测量渲染质量的第二系列测试使用来自周围摄像机的压缩视频或图像进行。系统的整体质量是由呈现质量而不是由编码决定的。
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引用次数: 35
An efficient 2D to 3D video conversion method based on skeleton line tracking 一种基于骨架线跟踪的二维到三维视频转换方法
Zheng Li, Xudong Xie, Xiaodong Liu
3DTV is becoming more and more popular but the 3D sequences are still very few. In this paper, we proposed an efficient 2D to 3D video conversion method based on skeleton line tracking. In our method, for a key frame, the foreground object and the corresponding depth image can be obtained by interactive method. For a non-key frame, we first generate the skeleton lines of the object in the previous frame and predict them in the current frame, then recover the object by the Lazy Snapping method. A robust and fast optical flow method is introduced to make the prediction better. At last, the depth image is generated to composite the stereo image. Because only the skeleton lines of the object rather than the whole object are tracked, the computational complexity is much lower than other tracking methods. The experimental results show that our method is feasible.
3D电视越来越受欢迎,但3D序列仍然很少。本文提出了一种基于骨架线跟踪的高效二维到三维视频转换方法。在我们的方法中,对于关键帧,可以通过交互方法获得前景目标和相应的深度图像。对于非关键帧,我们首先在前一帧中生成对象的骨架线,并在当前帧中进行预测,然后通过Lazy snap方法恢复对象。为了更好地进行预测,引入了一种鲁棒、快速的光流方法。最后生成深度图像,合成立体图像。由于只跟踪目标的骨架线而不是整个目标,计算复杂度大大低于其他跟踪方法。实验结果表明,该方法是可行的。
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引用次数: 14
Wave Field Synthesis 波场合成
K. Brandenburg, Sandra Brix, T. Sporer
The paper introduces Wave Field Synthesis (WFS). The technology was created at Delft University of Technology 20 years ago. Since then it has been refined to deliver true immersive sound. Application areas include cinema (with a priority on the combination with 3D video), theme parks, VR installations and, in the long run, home theatres. The paper introduces the basic technology and then focuses on applications of WFS and special requirements.
介绍了波场合成技术(WFS)。这项技术是20年前在代尔夫特理工大学发明的。从那时起,它一直在改进,以提供真正的沉浸式声音。应用领域包括电影院(优先考虑与3D视频的结合),主题公园,VR装置,从长远来看,家庭影院。本文介绍了WFS的基本技术,重点介绍了WFS的应用和特殊要求。
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引用次数: 41
期刊
2009 3DTV Conference: The True Vision - Capture, Transmission and Display of 3D Video
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