Online Model Reconstruction for Interactive Virtual Environments - PowerPoint PPT Presentation

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Online Model Reconstruction for Interactive Virtual Environments

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Online Model Reconstruction for Interactive Virtual Environments Benjamin Lok University of North Carolina - Chapel Hill – PowerPoint PPT presentation

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Title: Online Model Reconstruction for Interactive Virtual Environments


1
Online Model Reconstruction for Interactive
Virtual Environments
  • Benjamin Lok
  • University of North Carolina - Chapel Hill

2
Motivation
  • Virtual environments (VEs) usually have
  • static models
  • generic avatars
  • input affordance mismatch
  • limited interactivity
  • Current options to track users
  • multiple trackers
  • specialized equipment

3
Previous Work
  • Object reconstruction
  • Image Based Visual Hulls (Watusik, Beuhler,
    Rasker, Gortler, McMilaln, SIGGRAPH 00)
  • Virtualized Reality (Kanade, Rander, Vedula,
    Saito)
  • Avatars in VEs
  • Slater and Usoh 94
  • Slater, Sadagic, Usoh, and Schroeder 00.

4
Goal What We Want to Do
  • Real-time models of real objects allows
  • Rendering in the environment
  • Lighting and shadows
  • Interaction with virtual objects
  • Active participants in the VE

5
Reconstruction Algorithm
  • Outside-looking-in camera images
  • Generate an approximation to the real objects
    (visual hull)
  • Handle dynamic scenes
  • Would like to bypass an explicit 3D modeling
    stage.

6
Reconstruction Algorithm
  • Image processing
  • Calculating volume intersection
  • Rendering the visual hull
  • Composite with the VE

7
Object Pixels
  • Identify new objects
  • Perform image subtraction
  • Separate the object pixels from background pixels

current image - background image
object pixels
8
Visual Hull Computation
  • Visual hull - tightest volume given a set of
    object silhouettes
  • Intersection of the projection of object pixels

9
Visual Hull Computation
  • Visual hull - tightest volume given a set of
    object silhouettes
  • Intersection of the projection of object pixels

10
Volume Querying
  • A point inside the visual hull projects onto an
    object pixel from each camera

11
Volume Querying
  • Next we do it for a plane

12
Volume Querying
  • For an arbitrary view, we sweep a series of
    planes.

13
Camera Images as Textures
  • Intersection computation is hardware accelerated
    with projected textures, stencil and frame
    buffers
  • Each camera image is used as a texture with full
    alpha at the object pixels.

14
Visual Hull Intersection
  • Project each camera texture onto the plane
  • Keep points within the intersection of textures

15
Plane Sweeping
16
Visual Hull from a Viewpoint
  • To reconstruct the visual hull from a viewpoint,
    render multiple planes (plane sweeping)

17
Incorporating into the VE
  • Correctly depth buffered
  • Render the virtual environment after
    reconstruction
  • Use the reconstruction within the VE

18
Implementation
  • 5 wall and an HMD mounted camera
  • SGI Reality Monster - ability to obtain many
    video feeds simultaneously
  • Computation
  • Image subtraction is the most work
  • 30000 triangles/sec, 1.7 gigapixels
  • 10-15 fps
  • Performance will increase as graphics hardware
    continues to improve

19
Results
20
Where to go from here
  • Collision detection
  • Collision response
  • Image space algorithms
  • User studies

21
The End
  • Thanks to
  • Fredrick P. Brooks Jr.
  • Mary Whitton
  • Samir Naik
  • Funding provided in part by
  • NIH National Center for Research Resources (Grant
    Number P41 RR 02170)
  • NSF
  • Demo at 900 PM on Tuesday at UNC
  • http//www.cs.unc.edu/Research/eve/arise
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