How They Started at CMU up to EyeVision at 2001 Superbowl CVPR 2017 - - PowerPoint PPT Presentation

how they started at cmu up to eyevision at 2001 superbowl
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How They Started at CMU up to EyeVision at 2001 Superbowl CVPR 2017 - - PowerPoint PPT Presentation

Many-Camera Systems: How They Started at CMU up to EyeVision at 2001 Superbowl CVPR 2017 in Honolulu Takeo Kanade Robotics Institute Carnegie Mellon University Video-Rate Multi-Camera Stereo Machine Project (1991-1996) for Real-time Range


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SLIDE 1

Many-Camera Systems:

How They Started at CMU up to EyeVision at 2001 Superbowl

CVPR 2017 in Honolulu

Takeo Kanade

Robotics Institute Carnegie Mellon University

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SLIDE 2

Video-Rate Multi-Camera Stereo Machine Project (1991-1996) for Real-time Range Mapping

Okutomi-Kanade Multi-baseline stereo theory 1990 Multi-camera Stereo v.1 v.2 Outputs: Color Image 256 x 256 x 24 bits Depth Image 200 x 200 x 8 bits at 30 fps

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SLIDE 3

Soft Camera (aka Virtual Camera): Occlusion Problem

Range Intensity/Color

View Synthesis Soft Camera

Output

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SLIDE 4

Whole-Scene Modeling

We use many, many cameras!!

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SLIDE 5

3D Dome Analog system

with 10 BW Cameras - circa 1994 with 51 Color Cameras - circa 1995

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SLIDE 6

Old and fun stories

Grad student vs. Robot

51 Analog Video tape recorders

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SLIDE 7

Old and fun stories

Grad student vs. Robot Synchronization – nontrivial problem

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SLIDE 8

Old and fun stories

Grad student vs. Robot Synchronization – nontrivial problem Our own digitizers

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SLIDE 9

Old and fun stories

Grad student vs. Robot Synchronization – nontrivial problem Our own digitizers Calibration pattern on special non- stretchable paper

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SLIDE 10

4D Full Body Surface Modeling

*

. . .

Stereo Stereo Stereo Merging Texture Map

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SLIDE 11

Voxel Merging

Depth Map 1 Depth Map 2 5m x 5m x 3m 1 cm3 voxel 500 x 500 x 300 Implicit function: > 0 outside F(x,y,z) = 0 on the surface < 0 inside

{

[Levoy, etal] [Ikeuchi, etal] [Kanade, etal]

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SLIDE 12

4D Modeling One on One – circa 1995

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SLIDE 13

Example:

3-Man Basketball

4D Digitization

(1995)

Input sequence 4D Model Synthetic court

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SLIDE 14

Fully Digital “3D Room” ~2000

Synchronization Signal Generator Time Code Generator TCT: Time Code Translator TCT TCT TCT

S-Video

Main Memory CPU HDD Digitizing PC 1 TCT TCT TCT

S-Video

Main Memory CPU HDD Digitizing PC 2 TCT TCT TCT

S-Video

Main Memory CPU HDD Digitizing PC n

Control PC

New 3D Room ~ 2003

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SLIDE 15

Quality of Life Technology Center

Input sequence

(These are movies.)

Fly-Through View

4D Digitization (~2000):

Man-Sofa-Ball Digital 3D Room: 39 High Quality Cameras

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SLIDE 16

Real Time 4D Digitization

  • 64 x 64 x 64
  • 10 frames/sec (with 5 PCs)
  • Avatar creation

(These are movies.)

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SLIDE 17

Example 5:

Dance

(Aug 2000)

4D Digitization

Click to play

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SLIDE 18

Markerless Motion Transfer

Input video martial arts master kung-fu fighting ballet expert dancing Motion Tracking Motion Rendering Processing Kinematics Modeling Output video ballet expert kung-fu fighting martial arts master dancing

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SLIDE 19

SubjectE performs SubjectS’s THROW motion

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SLIDE 20

EyeVision

at

Super Bowl

Movie "Matrix"-like replay anywhere in the field

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SLIDE 21

EyeVision at Super Bowl XXXV 2001

33 robot cameras

Control Room

Stadium

33 Cameras

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SLIDE 22

Trailer and wires

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SLIDE 23

EyeVision “Best of”

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SLIDE 24

Bigger ideas that didn’t happen?

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SLIDE 25

Interview Room of the Future

Multi-modal Interactive Real-time feedback

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SLIDE 26

Scale ?

Scale

(Normalized)

”Complexity”

Room Country City Campus Stadium

10

3

10

6

10

9

10

13

“1”

(1000km)2 x 1km (10m)2 x 1m (100m)2 x 10m (1km)2 x 100m (10km)2 x 100m

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SLIDE 27

MEMS-based Steerable Balloon Cameras, GPS, Radio links

3D Country

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SLIDE 28

with Yuichi Ohta (Tsukuba)

Hideo Saito (Keio) Akimichi (Takenaka) Seiki Inoue (NHK)

O-ita Stadium

“Free View Point” Project

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SLIDE 29

Stadium Computer Virtual Wall Individuals TV 3D Displays Network

3D TV

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SLIDE 30

Central Computing Modeling

  • How much computation at the center or at the TV computer ?
  • Where/how the storage at the user end?
  • What the most efficient intermediate representation ?
  • What interactions by users ?

3D Dome Sports Arena

Network, or Broadcast Settop Box User’s TV computer

Intermediate Data Representation

Offline distributor

Computation vs. Bandwidth

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SLIDE 31

Computation?

Estimate:

500 x 500 x 500, 50 NTSC Cam, 30 f/s 100 Gflop

Progress:

Jan 1998: 10,000 x Realtime with a few SGIs (14 days elapse time) Feb 1999: 1,000 x Realtime with 20 PCs (4 days elapse time) Jan 2002: Modeling: < 50 x Realtime Display: Realtime

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SLIDE 32

Computation?

Estimate:

500 x 500 x 500, 50 NTSC Cam, 30 f/s 100 Gflop 0 0 0 1000 HDTV 60 20 Pflop

Progress:

Jan 1998: 10,000 x Realtime with a few SGIs (14 days elapse time) Feb 1999: 1,000 x Realtime with 20 PCs (4 days elapse time) Jan 2002: Modeling: < 50 x Realtime Display: Realtime

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SLIDE 33

camera

Visual Communication Lab

camera display display Cloned face PC Cluster

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SLIDE 34

Many-Camera Systems

“Numerosity is power.” Early efforts: Primitives and Pretty good Fun and useful Challenges in devices, algorithms, computation, communication AND application scenarios