An Industry Perspective on VVG Research - PowerPoint PPT Presentation

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An Industry Perspective on VVG Research

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Virtual background. Moving camera. Camera Tracking. Page 10. 10. Research & Innovation. 3D reconstruction of dynamic scenes in the studio ... – PowerPoint PPT presentation

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Title: An Industry Perspective on VVG Research


1
An Industry Perspective on VVG Research
  • Oliver Grau
  • BBC Research Innovation
  • VVG SUMMER SCHOOL '07

2
Overview
  • Introduction
  • (Computer) Vision, Video Graphics in media
    production
  • Integration of (real) Video Graphics
  • Production visualisation tools
  • Free-viewpoint video for Sport visualisation
  • Summary

3
Introduction
  • BBC is a public funded broadcaster producing
    different kinds of media. Mainly Radio, TV and
    Online
  • Video One of the Main businesses
  • Graphics used to
  • Add editorial value
  • Make programmes (visually) more exciting
  • Create new users experience
  • Vision Big toolbox to make things happen

4
Introduction
  • Added editorial value

5
Introduction
  • New user experience 3D Virtual environment

CBBC Adventure Rock www.bbc.co.uk/cbbc/adventurer
ock/
6
Introduction
7
Integration of video graphics
  • Classical application Weather forecast
  • Studio with chroma-key facility

8
What makes an integrated virtual scene looking
real
Depth perception
9
Integration of video graphics
  • Virtual studio
  • inserting actor into virtual scene

Camera Tracking
Moving camera
10
3D reconstruction of dynamic scenes in the studio
  • Virtual studios have limited features regarding
    optical interaction of real and virtual objects
  • More realistic integration requires full optical
    interaction in 3D
  • Shadows reflections
  • Occlusions
  • Free choice of camera angle

11
3D reconstruction of dynamic scenes in the studio
  • 12 fixed, calibrated cameras with chroma-keying
    facility
  • Developed in the IST-ORIGAMI project

12
Overview
Input images, Camera parameters
Surface model
Volumetric model
Volumetric visual hull computation
Surface computation Marching cube algorithm
Texture mapping
..
  • Block diagram

13
Visual hull computation
  • Visual hull computation from image silhouettes

Camera-3
Camera-1
Camera-2
14
Visual hull computation
  • Visual hull computation from image silhouettes

Camera-3
Camera-1
Camera-2
15
Artefacts in Visual hull-based 3D reconstruction
  • Fundamental feature
  • only parts of the volume that are visible as
    background in at least one of the silhouette
    images are taken out
  • no concavities can be modelled
  • Occlusion errors
  • Phantom volumes
  • Reduced by increasing number of cameras
  • Approximation errors
  • Sampling errors

16
Visual hull-based 3D reconstruction
12 cameras
  • Sampling errors
  • Binary volumetric scene representation ?
    Quantisation noise

17
Artefacts in dynamic visual hulls
  • Moving edges as effect of discrete voxel grid

object
C1
reconstruction
(moving) edge
C2
18
Improved visual hull computation Super-sampling
Camera-1
  • Sub-divide voxels by LSS levels
  • Assign voxel a (pseudo-) continuous value

19
Improved visual hull computation
  • Gaussian smoothing
  • (Optional) complexity reduction

20
Results
3D model using super-sampling (20000 triangles)
Standard visual hull / marching cube
After Gaussian smoothing
21
Results
  • Video from ORIGAMI demo production

22
Results
  • Non-photorealistic rendering

23
Re-lighting
Original image
irradiance
Studio illumination map
3D scene model
Specular component
Light-neutral image
24
Re-lighting
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