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339
High performance imaging using large camera arrays.
- ACM ToG
, 2005
"... Abstract 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 su ..."
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Cited by 199 (7 self)
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Abstract 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. *
3D TV: a scalable system for real-time acquisition, transmission, and autostereoscopic display of dynamic scenes
- ACM Transactions on Graphics
, 2004
"... Three-dimensional TV is expected to be the next revolution in the history of television. We implemented a 3D TV prototype system with real-time acquisition, transmission, and 3D display of dynamic scenes. We developed a distributed, scalable architecture to manage the high computation and bandwidth ..."
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Cited by 173 (7 self)
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Three-dimensional TV is expected to be the next revolution in the history of television. We implemented a 3D TV prototype system with real-time acquisition, transmission, and 3D display of dynamic scenes. We developed a distributed, scalable architecture to manage the high computation and bandwidth demands. Our system consists of an array of cameras, clusters of network-connected PCs, and a multi-projector 3D display. Multiple video streams are individually encoded and sent over a broadband network to the display. The 3D display shows high-resolution (1024 × 768) stereoscopic color images for multiple viewpoints without special glasses. We implemented systems with rear-projection and front-projection lenticular screens. In this paper, we provide a detailed overview of our 3D TV system, including an examination of design choices and tradeoffs. We present the calibration and image alignment procedures that are necessary to achieve good image quality. We present qualitative results and some early user feedback. We believe this is the first real-time end-to-end 3D TV system with enough views and resolution to provide a truly immersive 3D experience.
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 ..."
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Cited by 124 (19 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 123 (17 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.
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 107 (3 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.
Inferring 3D Structure with a Statistical Image-Based Shape Model
- IN ICCV
, 2003
"... We present an image-based approach to infer 3D structure parameters using a probabilistic "shape+structure" model. The 3D shape of a class of objects may be represented by sets of contours from silhouette views simultaneously observed from multiple calibrated cameras. Bayesian reconstructi ..."
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Cited by 103 (4 self)
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We present an image-based approach to infer 3D structure parameters using a probabilistic "shape+structure" model. The 3D shape of a class of objects may be represented by sets of contours from silhouette views simultaneously observed from multiple calibrated cameras. Bayesian reconstructions of new shapes can then be estimated using a prior density constructed with a mixture model and probabilistic principal components analysis. We augment the shape model to incorporate structural features of interest; novel examples with missing structure parameters may then be reconstructed to obtain estimates of these parameters. Model matching and parameter inference are done entirely in the image domain and require no explicit 3D construction. Our shape model enables accurate estimation of structure despite segmentation errors or missing views in the input silhouettes, and works even with only a single input view. Using a dataset of thousands of pedestrian images generated from a synthetic model, we can perform accurate inference of the 3D locations of 19 joints on the body based on observed silhouette contours from real images.
Survey of image-based representations and compression techniques
- IEEE TRANS. CIRCUITS SYST. VIDEO TECHNOL
, 2003
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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 86 (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.