The Community for Technology Leaders
RSS Icon
Issue No.06 - November (1996 vol.16)
pp: 58-63
Modeling and life-like interactive visualization of actual events is a challenging but useful capability. In contrast to most current systems, which provide 3D visualization of static environments or premodeled objects, real-event modeling and visualization capability allows us to render, for example, a basketball game or a dance performance in its entirety from any interactively selected viewpoint. While highly detailed 3D modeling of static objects can be achieved using laser scanners, recreating events containing human performers in motion requires sophisticated computer vision and computer graphics techniques. In this article we describe a reality modeling and visualization system that uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital sequence of the moving objects in that event. We formalize our concept of Immersive Video, describe the architecture of our current implementation, and illustrate Immersive Video in staged karate demonstrations.
multimedia, video, event modeling, reality modeling, visualization, interactive viewing
Arun Katkere, Saied Moezzi, Ramesh Jain, "Reality Modeling and Visualization from Multiple Video Sequences", IEEE Computer Graphics and Applications, vol.16, no. 6, pp. 58-63, November 1996, doi:10.1109/38.544073
1. T. Kanade, P.J. Narayannan, and P.W. Rander, "Virtualized Reality: Being Mobile in a Visual Scene," Proc. Int'l Conf. on Artificial Reality and Tele-existence and Conf. on Virtual Reality Software, 1995.
2. B.L. Tseng and D. Anastassiou, "Multi-viewpoint Video Coding with MPEG-2 Compatibility," IEEE Trans. on Circuits and Systems for Video Technology, Vol. 6, No. 4, Aug. 1996, pp. 414-419.
3. H. Fuchs et al., "Virtual Space Teleconferencing Using a Sea of Cameras," Proc. First Int'l Symp. on Medical Robotics and Computer Assisted Surgery, 1994.
4. R.Y. Tsai and R.K. Lenz, "A New Technique for Fully Autonomous and Efficient 3D Robotics Hand/Eye Calibration," IEEE Trans. on Robotics and Automation, Vol. 5, No. 3, June 1989, pp. 345-358.
5. W.E. Lorensen and H.E. Cline, “Marching Cubes: A High Resolution 3D Surface Construction Algorithm,” Computer Graphics (SIGGRAPH '87 Proc.), vol. 21, pp. 163-169, 1987.
6. J.D. Foley,A. van Dam,S.K. Feiner,, and J.F. Hughes,Computer Graphics: Principles and Practice,Menlo Park, Calif.: Addison-Wesley, 1990.
7. M. Segal, C. Korobkin, R. van Widenfelt, J. Foran, and P.E. Haeberli, “Fast Shadows and Lighting Effects Using Texture Mapping,” Computer Graphics (SIGGRAPH '92 Proc.), E.E. Catmull, ed., vol. 26, pp. 249-252, July 1992.
8. W.T. Reeves, D.H. Salesin, and R.L. Cook, "Rendering Antialiased Shadows with Depth Maps," Computer Graphics (Proc. Siggraph 87), Vol. 21, No. 4, July 1987, pp. 283-291.
9. L. Williams, "Casting Curved Shadows on Curved Surfaces," Computer Graphics (Proc. Siggraph 78), Vol. 12, Aug. 1978, pp. 270-274.
10. G. Taubin, "A Signal Processing Approach to Fair Surface Design," Computer Graphics Proc., Ann. Conf. Series, ACM Siggraph, ACM Press, New York, 1995, pp.351-358.
19 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool