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RECENT TRENDS IN DYNAMIC IBR 171 For visualization of polygonal models this is obvious, but today’s programmable GPUs

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Christian-Albrechts-University, Kiel, Germany

9.6 RECENT TRENDS IN DYNAMIC IBR 171 For visualization of polygonal models this is obvious, but today’s programmable GPUs

allow much more complex algorithms to be executed. For nearly every method presented, a real-time version using GPU support exists. Real-time interaction in this case means, that the user can move the virtual camera interactively and the virtual views are generated with 10–50 frames per second. Most often, precomputation requires much more time, for example dense depth estimation, camera pose estimation, calculation of optimized intermediate data structures. The step towards dynamic scenes requires to reduce and speed up these steps so that video sequences from several cameras can be processed and the user can control the virtual camera at interactive rates.

Some recent real-time systems use volumetric modelling. Volumetric models are similar to medical computer tomography datasets. Typically, the 3D space is partitioned into volume elements called voxels. For each voxel it is determined if it belongs to an object or not.

This representation can also be constructed from depth maps, but the more popular approach is called ‘shape-from-silhouette’. A visual hull is computed for objects by intersecting the silhouette cones from different real views. Li et al. (2003) use shape-from-silhouette to construct the visual hull by back-projecting images and using alpha and stencil calculation.

Chapter 8 is devoted to volumetric reconstruction. To generate novel views from volumetric models different methods are available.

One common approach for IBR view synthesis of dynamic scenes is shown in Figure 9.11.

The pipeline processing starts by capturing the scene using multiple calibrated fixed cameras.

After object segmentation, shape-from-silhouette algorithms are used to create a volumetric model on the fly. After conversion to a surface model using polygon meshing, the standard polygonal rendering with view dependent texture mapping is used for visualization.

Saito et al. (1999) use 49 calibrated cameras, and compute a volumetric model. This is transferred into a polygonal surface model and during rendering it is used to generate correspondences in selected real views. From these correspondences per-pixel interpolation is performed after the determination of the disparity vectors.

Yamazakiet al.(2002) introducedbillboards. A billboard ormicro-facet is a small poly-gon, always facing the virtual camera. They approximate surface models, resample them to

rendered

Figure 9.11 IBR pipeline for view generation with visual hulls

binary voxel-models and create a multi-resolution octree. Depth maps are used for per-pixel visibility culling to prevent texturing facets with inappropriate pixel.

Goldluecke and Magnor (2003) calculate volumetric models from different views with a shape-from-silhouette approach. This model is then rendered using billboards textured from original views. It is also possible to convert volumetric models into surface models, one approach is discussed in Chapter 3.

Recently, direct depth-based view interplation for dynamic scenes was proposed by Zitnick et al. (2004). They capture dynamic scenes from a set of fixed video cameras and compute depth-compensated view interpolation from multiple views interactively. The results look promising and show that indeed the challenge of interactive free-viewpoint video can be mastered in the near future.

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3D Audio Capture

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