Developing a 2.5-D video avatar

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Developing a 2.5-D video avatar
Tamagawa, K.; Yamada, T.; Ogi, T.; Hirose, M.;
Signal Processing Magazine, IEEE
Volume 18, Issue 3, May 2001 Page(s):35 - 42
Speaker:許欽和
DATE:2001/03/30
1
Outline
•
•
•
•
Introduction
The proposed scheme
Experiment and experimental result
Conclusion
2
Introduction
• Immersive projection technology
– computer augmented booth for image navigation
(CABIN)
– CAVE
– COSMOS
3
CABIN
4
CAVE
Graphics by Milana Huang, University of Illinois at Chicago
5
• The user’s positional relationship can be
shared in virtual space.
• The user’s facial expression cannot be
transmitted.
6
• Communications in the field of computer
supported cooperative work
– For example :webcam
• the communication space are 2-D,and the
positional relationship between the users
cannot be changed
7
3-D information
• transmit 3-D information
– user’s spatial position
– gestures
• 3-D collaborative workspace
– high quality of presence
8
2.5-D video avatar
• developed a 2.5-D video avatar method
– depth information from stereo cameras
• linked between CABIN and COSMOS
9
2-D Video Avatar(1/2)
• 2-D Video Avatar
– It is a requirement of networked immersive
projection environments
10
2-D Video Avatar(2/2)
• IN CABIN
11
The proposed scheme
• 2.5-D Video Avatar
– Real-time modeling
– Using stereo cameras
• A surface model of the user is formed using the depth
information obtained in all directions
– The distortion of the image appears to be small
12
Switching the surface model
13
Depth Map by Stereo Camera
• Triclops stereo camera system
– Has three lenses using two baselines horizontally
and vertically
– Rectified image
– Depth map
14
Images generated by
stereo camera
15
Generation of 2.5-D
Video Avatar
• 2.5-D video avatar is generated by texturemapping the color image onto the triangular
mesh.
16
The process of making a
2.5-D video avatar
(1) determined in the camera’s coordinate
system for each pixel in the depth map
(2) triangular mesh is created from the
coordinates
(3) just the user’s image is segmented from
the background
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Switching Multiple Cameras
20
Switching Camera
21
Implementation of 2.5-D
Video Avatar
22
23
Application of 2.5-D
Video Avatar
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25
Experiment
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27
Experimental result
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Conclusion
• we experimentally evaluated the accuracy
of pointing when using the 2.5-D video
avatar
• Improving
– reality of the image
– time lag
– refresh rate of the video avatar
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