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155
High performance imaging using large camera arrays
- ACM Trans. Graph
, 2005
"... Figure 1: Different configurations of our camera array. (a) Tightly packed cameras with telephoto lenses and splayed fields of view. This arrangement is used for high-resolution imaging (section 4.1). (b) Tightly packed cameras with wide-angle lenses, which are aimed to share the same field of view. ..."
Abstract
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Cited by 72 (6 self)
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Figure 1: Different configurations of our camera array. (a) Tightly packed cameras with telephoto lenses and splayed fields of view. This arrangement is used for high-resolution imaging (section 4.1). (b) Tightly packed cameras with wide-angle lenses, which are aimed to share the same field of view. We use this arrangement for high-speed video capture (section 4.2) and for hybrid aperture imaging (section 6.2). (c) Cameras in a widely spaced configuration. Also visible are cabinets with processing boards for each camera and the four host PCs needed to run the system. The advent of inexpensive digital image sensors and the ability to create photographs that combine information from a number of sensed images are changing the way we think about photography. In this paper, we describe a unique array of 100 custom video cameras that we have built, and we summarize our experiences using this array in a range of imaging applications. Our goal was to explore the capabilities of a system that would be inexpensive to produce in the future. With this in mind, we used simple cameras, lenses, and mountings, and we assumed that processing large numbers of images would eventually be easy and cheap. The applications we have explored include approximating a conventional single center of projection video camera with high performance along one or more axes, such as resolution, dynamic range, frame rate, and/or large aperture, and using multiple cameras to approximate a video camera with a large synthetic aperture. This permits us to capture a video light field, to which we can apply spatiotemporal view interpolation algorithms in order to digitally simulate time dilation and camera motion. It also permits us to create video sequences using custom non-uniform synthetic apertures.
blue-c: A Spatially Immersive Display and 3D Video Portal for Telepresence
- ACM Transactions on Graphics
, 2003
"... We present blue-c, a new immersive projection and 3D video acquisition environment for virtual design and collaboration. It combines simultaneous acquisition of multiple live video streams with advanced 3D projection technology in a CAVE^TM-like environment, creating the impression of total immersio ..."
Abstract
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Cited by 71 (13 self)
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We present blue-c, a new immersive projection and 3D video acquisition environment for virtual design and collaboration. It combines simultaneous acquisition of multiple live video streams with advanced 3D projection technology in a CAVE^TM-like environment, creating the impression of total immersion. The blue-c portal currently consists of three rectangular projection screens that are built from glass panels containing liquid crystal layers. These screens can be switched from a whitish opaque state (for projection) to a transparent state (for acquisition), which allows the video cameras to "look through" the walls. Our projection technology is based on active stereo using two LCD projectors per screen. The projectors are synchronously shuttered along with the screens, the stereo glasses, active illumination devices, and the acquisition hardware. From multiple video streams, we compute a 3D video representation of the user in real time. The resulting video inlays are integrated into a networked virtual environment. Our design is highly scalable, enabling blue-c to connect to portals with less sophisticated hardware.
Surface Splatting
, 2001
"... Modern laser range and optical scanners need rendering techniques that can handle millions of points with high resolution textures. This paper describes a point rendering and texture filtering technique called surface splatting which directly renders opaque and transparent surfaces from point clouds ..."
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Cited by 60 (10 self)
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Modern laser range and optical scanners need rendering techniques that can handle millions of points with high resolution textures. This paper describes a point rendering and texture filtering technique called surface splatting which directly renders opaque and transparent surfaces from point clouds without connectivity. It is based on a novel screen space formulation of the Elliptical Weighted Average (EWA) filter. Our rigorous mathematical analysis extends the texture resampling framework of Heckbert to irregularly spaced point samples. To render the points, we develop a surface splat primitive that implements the screen space EWA filter. Moreover, we show how to optimally sample image and procedural textures to irregular point data during pre-processing. We also compare the optimal algorithm with a more efficient view-independent EWA pre-filter. Surface splatting makes the benefits of EWA texture filtering available to point-based rendering. It provides high quality anisotropic texture filtering, hidden surface removal, edge anti-aliasing, and order-independent transparency.
A Lighting Reproduction Approach to Live-Action Compositing
- ACM Trans. on Graphics
, 2002
"... We describe a process for compositing a live performance of an actor into a virtual set wherein the actor is consistently illuminated by the virtual environment. The Light Stage used in this work is a two-meter sphere of inward-pointing RGB light emitting diodes focused on the actor, where each ligh ..."
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Cited by 51 (8 self)
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We describe a process for compositing a live performance of an actor into a virtual set wherein the actor is consistently illuminated by the virtual environment. The Light Stage used in this work is a two-meter sphere of inward-pointing RGB light emitting diodes focused on the actor, where each light can be set to an arbitrary color and intensity to replicate a real-world or virtual lighting environment. We implement a digital two-camera infrared matting system to composite the actor into the background plate of the environment without affecting the visible-spectrum illumination on the actor. The color reponse of the system is calibrated to produce correct color renditions of the actor as illuminated by the environment. We demonstrate moving-camera composites of actors into real-world environments and virtual sets such that the actor is properly illuminated by the environment into which they are composited.
A Real-Time Distributed Light Field Camera
, 2002
"... We present the design and implementation of a real-time, distributed light field camera. Our system allows multiple viewers to navigate virtual cameras in a dynamically changing light field that is captured in real-time. Our light field camera consists of 64 commodity video cameras that are connec ..."
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Cited by 47 (1 self)
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We present the design and implementation of a real-time, distributed light field camera. Our system allows multiple viewers to navigate virtual cameras in a dynamically changing light field that is captured in real-time. Our light field camera consists of 64 commodity video cameras that are connected to off-the-shelf computers. We employ a distributed rendering algorithm that allows us to overcome the data bandwidth problems inherent in dynamic light fields. Our algorithm works by selectively transmitting only those portions of the video streams that contribute to the desired virtual views. This technique not only reduces the total bandwidth, but it also allows us to scale the number of cameras in our system without increasing network bandwidth. We demonstrate our system with a number of examples.
Real-Time Consensus-Based Scene Reconstruction using Commodity Graphics Hardware
, 2002
"... that effectively combines a plane-sweeping algorithm with view synthesis for real-time, on-line 3D scene acquisition and view synthesis. Using real-time imagery from a few calibrated cameras, our method can generate new images from nearby viewpoints, estimate a dense depth map from the current viewp ..."
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Cited by 44 (3 self)
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that effectively combines a plane-sweeping algorithm with view synthesis for real-time, on-line 3D scene acquisition and view synthesis. Using real-time imagery from a few calibrated cameras, our method can generate new images from nearby viewpoints, estimate a dense depth map from the current viewpoint, or create a textured triangular mesh. We can do each of these without any prior geometric information or requiring any user interaction, in real time and on line. The heart of our method is to use programmable Pixel Shader technology to square intensity differences between reference image pixels, and then to choose final colors (or depths) that correspond to the minimum difference, i.e. the most consistent color.
The light field video camera
- in Media Processors 2002
, 2002
"... We present the Light Field Video Camera, an array of CMOS image sensors for video image based rendering applications. The device is designed to record a synchronized video dataset from over one hundred cameras to a hard disk array using as few as one PC per fifty image sensors. It is intended to be ..."
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Cited by 41 (5 self)
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We present the Light Field Video Camera, an array of CMOS image sensors for video image based rendering applications. The device is designed to record a synchronized video dataset from over one hundred cameras to a hard disk array using as few as one PC per fifty image sensors. It is intended to be flexible, modular and scalable, with much visibility and control over the cameras. The Light Field Video Camera is a modular embedded design based on the IEEE1394 High Speed Serial Bus, with an image sensor and MPEG2 compression at each node. We show both the flexibility and scalability of the design with a six camera prototype.
Shape-from-Silhouette Across Time - Part I: Theory and Algorithms
- International Journal of Computer Vision
, 2005
"... Shape-From-Silhouette (SFS) is a shape reconstruction method which constructs a 3D shape estimate of an object using silhouette images of the object. The output of a SFS algorithm is known as the Visual Hull (VH). Traditionally SFS is either performed on static objects, or separately at each time in ..."
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Cited by 40 (1 self)
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Shape-From-Silhouette (SFS) is a shape reconstruction method which constructs a 3D shape estimate of an object using silhouette images of the object. The output of a SFS algorithm is known as the Visual Hull (VH). Traditionally SFS is either performed on static objects, or separately at each time instant in the case of videos of moving objects. In this paper we develop a theory of performing SFS across time: estimating the shape of a dynamic object (with unknown motion) by combining all of the silhouette images of the object over time. We first introduce a one dimensional element called a Bounding Edge to represent the Visual Hull. We then show that aligning two Visual Hulls using just their silhouettes is in general ambiguous and derive the geometric constraints (in terms of Bounding Edges) that govern the alignment. To break the alignment ambiguity, we combine stereo information with silhouette information and derive a Temporal SFS algorithm which consists of two steps: (1) estimate the motion of the objects over time (Visual Hull Alignment) and (2) combine the silhouette information using the estimated motion (Visual Hull Refinement). The algorithm is first developed for rigid objects and then extended to articulated objects. In the Part II of this paper we apply our temporal SFS algorithm to two human-related applications: (1) the acquisition of detailed human kinematic models and (2) marker-less motion tracking.
Visual Hull Alignment and Refinement Across Time: A 3D Reconstruction Algorithm Combining Shape-From-Silhouette with Stereo
, 2003
"... Visual Hull (VH) construction from silhouette images is a popular method of shape estimation. The method, also known as Shape-From-Silhouette (SFS), is used in many applications such as non-invasive 3D model acquisition, obstacle avoidance, and more recently human motion tracking and analysis. One o ..."
Abstract
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Cited by 38 (4 self)
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Visual Hull (VH) construction from silhouette images is a popular method of shape estimation. The method, also known as Shape-From-Silhouette (SFS), is used in many applications such as non-invasive 3D model acquisition, obstacle avoidance, and more recently human motion tracking and analysis. One of the limitations of SFS, however, is that the approximated shape can be very coarse when there are only a few cameras. In this paper, we propose an algorithm to improve the shape approximation by combining multiple silhouette images captured across time. The improvement is achieved by first estimating the rigid motion between the visual hulls formed at different time instants (visual hull alignment) and then combining them (visual hull refinement) to get a tighter bound on the object's shape. Our algorithm first constructs a representation of the VHs called the bounding edge representation. Utilizing a fundamental property of visual hulls which states that each bounding edge must touch the object at at least one point, we use multi-view stereo to extract points called Colored Surface Points (CSP) on the surface of the object. These CSPs are then used in a 3D image alignment algorithm to find the 6 DOF rigid motion between two visual hulls. Once the rigid motion across time is known, all of the silhouette images are treated as being captured at the same time instant and the shape of the object is refined. We validate our algorithm on both synthetic and real data and compare it with Space Carving.

