Depth Camera Based System for Auto-Stereoscopic Displays Fran cois - - PowerPoint PPT Presentation
Depth Camera Based System for Auto-Stereoscopic Displays Fran cois - - PowerPoint PPT Presentation
Depth Camera Based System for Auto-Stereoscopic Displays Fran cois de Sorbier Yuko Uematsu Hideo Saito Keio University - Japan IEEE MMSP 2010 October 6 th 2010 Outline 1 Introduction 2 Depth Camera 3 GPU Rendering 4 Conclusion Fran
Outline
1 Introduction 2 Depth Camera 3 GPU Rendering 4 Conclusion
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Auto-Stereoscopic Display
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Auto-Stereoscopic Display
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Auto-Stereoscopic Display
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Input Format of Auto-Stereoscopic Displays
Input format depends on the:
- number of required input views
- interlacing
- sub-pixel arrangement
- on-board technology
- Video plus depth
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On-line Video Streams Input
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On-line Video Streams Input
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On-line Video Streams Input
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Goal
- Reduce the number of cameras
- Generate several virtual viewpoints
- Real-time process
Depth Camera Based System for Auto-Stereoscopic Displays
- Use a depth camera
- Mesh based approach
- GPU to speed-up the process
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Depth Camera
What is a Depth Camera?
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Depth Camera
What is a Depth Camera?
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Depth Camera
What is a Depth Camera?
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Depth Camera
What is a Depth Camera?
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Depth Camera
What is a Depth Camera?
Fran¸ cois de Sorbier Depth Camera Based System for Auto-Stereoscopic Displays 7/21
Depth Camera
What is a Depth Camera?
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Depth Camera
What is a Depth Camera?
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Depth Camera
Limitations
- Low resolution (176×144)
- Color information is missing ⇒ Add a color camera
- Viewpoints are different
⇒ A calibration stage is required
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Depth Camera
Calibration and Rendering
- Color camera’s pose estimation
- 2D/3D correspondences between the depth map and the color image
- Mesh-based approach
- Rendering viewpoint corresponds to color camera viewpoint
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Depth Camera
Calibration and Rendering
- Color camera’s pose estimation
- 2D/3D correspondences between the depth map and the color image
- Mesh-based approach
- Rendering viewpoint corresponds to color camera viewpoint
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Depth Camera
Create content for Auto-Stereoscopic Displays
- Video plus depth format: easy
- Multiple views: similar to computer graphics stereoscopy.
- Projective texture to resolve color occlusions
Mtexture = 0.5 0 0 0
0 0.5 0 0 0 1 0 0.5 0.5 0 1
- × Mprojection × Mmodelview
(1)
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Depth Camera
Create content for Auto-Stereoscopic Displays
- Video plus depth format: easy
- Multiple views: similar to computer graphics stereoscopy.
- Projective texture to resolve color occlusions
Mtexture = 0.5 0 0 0
0 0.5 0 0 0 1 0 0.5 0.5 0 1
- × Mprojection × Mmodelview
(1)
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Depth Camera
Create content for Auto-Stereoscopic Displays
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GPU Rendering
Rendering limitations
- Increasing the number of rendering passes decreases the frame-rate
- Redundant computation among the different views
- Compute properties of vertices only once using the GPU
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GPU Rendering
GPU for geometry duplication
- 3 programmable units on GPU
- Vertex Shader: Vertices properties ⇒ common part
- Geometry shader: Geometry assembly ⇒ duplication
- Pixel shader: No need
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GPU Rendering
Limitations of OpenGL
- 8 output textures maximum ⇒ only 8 views
- Results share a single depth buffer ⇒ Artifacts
- Solution: A single shared texture
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GPU Rendering
Duplication stage
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GPU Rendering
Duplication stage
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GPU Rendering
Duplication stage
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GPU Rendering
Clipping stage
- Some triangles can overlap other view’s areas
- Apply openGL user’s clipping
- Distance values to the borders of the area
- If one value is negative, clip
- Else keep
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GPU Rendering
Context of Results
- bi-Xeon 2.5Ghz with nVIDIA GeForce GTX285
- Number of triangles: 50000 (176 × 144 × 2)
- Resolution of each view : 1024×768
- Number of views : 5 (Tridility Screen)
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GPU Rendering
Results
- The Frame-rate depends on the number of views and triangles
- 1 view: 51 frames per second
- 5 views: 28 frames per second (instead of 15)
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Conclusion
Summary
- Capture system
- Depth camera
- Color camera
- Real-Time mesh based approach
- Multi-view rendering applied on GPU
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Conclusion
Future works
- Reduce problem of occlusions
- Several layers
- Reduce noise of depth map
- More cameras (depth/color)
- Consistency over time
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Conclusion
Questions
Thank you for your attention
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