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 17 18 19 Switching Multiple Cameras 20 Switching Camera 21 Implementation of 2.5-D Video Avatar 22 23 Application of 2.5-D Video Avatar 24 25 Experiment 26 27 Experimental result 28 29 30 31 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 32 33