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Fourth Generation Video: Fourth Generation Video: Project Overview - PDF document

Outline Context and Background Fourth Generation Video: Fourth Generation Video: Project Overview Technical Details Preliminary Results Luiz Velho Impacts and Publications VISGRAF Laboratory - IMPA Future


  1. Outline • Context and Background Fourth Generation Video: Fourth Generation Video: • Project Overview • Technical Details • Preliminary Results Luiz Velho • Impacts and Publications VISGRAF Laboratory - IMPA • Future Perspectives What is the Project about? Motivation Investigate and Develop a Platform for • Digital Video is at the Core of the the Next Generation Digital Video Information Technology Revolution • Complete system • Brazil is already taking the first steps – Hardware towards a standard for Digital TV – Software • Entire Process • Advanced Research has Strategic Importance – Capturing to Leadership in the Area – Processing – Transmission – Exhibition Evolution of Digital Video Next Generation Digital Video • 1st Generation 3D Video Analog to Digital Conversion (Raw Formats) f(x, y, t) = {(r, g, b), z} – Capture and Exhibition – Color: (r, g, b) • 2nd Generation – Geometry: z Compression Techniques (DCT, Wavelets) – Non-Linear Editing • New Kind of Information • 3rd Generation – Higher Dimensionality ( 3D world - more than stereo ) Format Standards (MPEG) today • Structure – Distribution – Segmentation (s urfaces and texture ) • 4th Generation • Objects Content-Based (Objects) – Foreground / Background ( human perception ) – Advanced Applications 1

  2. Novel Possibilities Technological Paths to 3D Video • Enhanced Techniques • Range Sensors ( Video + Depth Cameras ) – Compression – Low Resolution / Registration Problems – Special Effects – Feasible, but Expensive – Shape Reconstruction • Passive Stereo ( Pair of Video Cameras ) – Not Robust • Advanced Applications – Ideal, but not Real-Time yet – Digital Television (Stereo) and Cinema • Active Stereo – Virtual Reality and Tele-presence ( Video Camera + Projector ) – Games and Theme Parks – Interfering Pattern Our Choice – Art and Education – Robust and Inexpensive Structured Light Stereo Overview of 3D Capture Process • ( b , s )-BCSL code – The ( b , s )-BCSL method defines a coding / decoding procedure for Projecting and Capturing Color Patterns unambiguously finding the id of a stripe transition using s slides and b colors. – In our case, we use b= 6 colors (R,G,B,Y,M,C) and s =2 slides which gives a code of length 900 as illustrated below: 1 p-1 p p+1 899 Detecting Stripe Boundaries and Colors … … Slide 2 color sequence: G C … … R G Slide 1 color sequence: Camera / Projector Correspondence – The color transitions R,G in slide 1 and G,C in slide 2 uniquely map to the transition id p in O(1) decoding procedure. Slide 2 Stripe transition id = p Slide 1 Photometry and Geometry Reconstruction Step 1: Projecting and capturing color patterns Step 2 : Detecting Stripe Boundaries and Colors • Two slides (S1, S2) having vertical color stripes • Zero crossings and projected color stripes specially coded are projected on the object. are robustly identified in camera images Each slide is followed by the projection of its t 0 using complementary slides. color complement. Color slides • A camera captures the four projected patterns S1 S1 on scene. - t 1 S1’ ’ S1 t 2 S2 S2 Object - S2’ S2 ’ t 3 Zero crossings Projected colors 2

  3. Step 4 : Photometry and geometry reconstruction Step 3 : Camera / projector correspondence • Geometry is computed using camera/projector correspondence images • Projected color sequences are decoded for and calibration matrices. each zero crossing giving camera/projector • Texture image is obtained by a simple combination of each correspondence. Zero crossings in camera space complementary slide pair. For example, the maximum of each channel gives an image that approximates the full white projector light. Reconstructed texture Reconstructed geometry Slide 2 Slide 1 + Corresponding stripe boundaries in + * projector space Zero crossings Projected colors Video + ( b , s )-BCSL code Reconstruction pipeline: How it Works? • Our reconstruction pipeline is as simple as possible, achieving real • The key for real time 3D video is the combination time 3D video with high quality geometry and photometry at 30Hz. of the ( b , s )-BCSL code with video stream . This is possible because: – Every input frame captured gives a new texture image (by combining both fields). – New zero crossings and projected color map are computed for every input frame and correlated to the previous frame zero crossings and • Our scheme has the following features: projected color map. The ( b,s )-BCSL decoded transitions give a new geometry set. – Each frame contains a slide in the even field the and • The following diagram illustrates the reconstruction pipeline. The its complement in the odd field. Frames (S1,S1’) and frame arrived at time t i gives texture p i from its fields and geometry g i by correlation with the frame arrived at time t i-1 . (S2,S2’) are interleaved in time. – Projector and camera are synchronized through a t 1 t 2 t 3 t 4 genlock signal. Video frames S1S1' S2S2' S1S1' S2S2' – Camera output is grabbed and pushed into the at 30Hz reconstruction pipeline . p 1 g 2 p 2 g 3 p 3 g 4 p 4 3D Data First Example Visualization Styles Computed surface normals • The bunny-cube 3D video: Composed virtual scene Moving hand (rendered with lines) geometry texture 3

  4. Deformable Shapes Articulated Objects • Face and mouth movement • Background / Foreground Video - SIGGRAPH 2004 Why It works? • Complementary slides projection is suitable for both photometry and geometry detection. • Projected stripe colors are robustly recovered through camera / projector color calibration. • Stripe transitions are robustly detected by zero-crossings. • Slides are captured at 60Hz. This is fast enough for capturing “reasonably normal” motion between consecutive frames. • Transition decoding is performed in O(1). • While objects move the stripes projected over their surface remain practically stationary! Discussion Planning Current System Embodiment uses NTSC video • Fourth Generation Video Platform – Acquisition Device Pros and Cons • Standard off-the-shelf equipment – 3D Video Processing Phase One Phase One – Widely Available and Good Cost-Benefit (2003-2004) – Visualization • Small resolution – 640x240 per field. (It reduces the maximum number of stripes – Structuring and Encoding around 75.) – Composite video signal has poor color fidelity. (It reduces the Phase – Transmission transition detection precision at stripe boundaries). Two – Applications (2005-2006) Next Step : High Definition Digital Video . 4

  5. Conclusions • Platform for Next Generation Digital Video • Advanced the State-of-the-Art • First Results are Very Encouraging • Promising Future Developments • Many Applications • Technology Transfer 5

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