Title: Video And Mesh Processing for 3D Cinematography
1Video And Mesh Processing for 3D Cinematography
- Remi Ronfard
- INRIA Rhone-Alpes
- VAMP Associate Team
- March 2006
2Plan of presentation
- What is 3D cinematography?
- Goal statement for VAMP
- People in VAMP
- Work Items in VAMP
- Joint activities in 2005
- Joint activities in 2006
- Future work and applications
3What is 3D Cinematography?
- 3D cinematography, also sometimes called
free-viewpoint video, is the process of building
3D models of dynamic scenes from multiple video
camera inputs. - This is an area of active research with enormous
potential applications in education,
entertainment, interactive television,
video-conferencing, etc. - It is one of three scenarios actively
investigated by MPEG for future extensions of
their audio and video coding standards to 3D
(3DAV).
4Goal statement
- Our teams at INRIA and Brown University have
separately developped methods and tools for 3D
photography - Moving to 3D cinematography raises difficult
technological and scientific challenges, where we
need to collaborate actively. - In this new application, the processing pipeline
must be fully automated, so that 3D
reconstruction can be performed at video frame
rates.
5Goal statement
- The goal of the associate team is to contribute
to 3D cinematography by joint work in two crucial
areas - real-time video processing for large networks of
camera systems, using distributed/parallel and
embedded architectures - real-time mesh processing for reconstruction,
deformation, texturing and view interpolation of
3D objects from multiple video, using
multi-resolution models amenable to efficient,
scalable compression.
6Real-time video processing for multiple cameras
- The goal of the associate team is to develop and
share software and hardware for the 3D
cinematography systems built separately by INRIA
and Brown University. - Parallelization/embedding of dedicated algorithms
for solving problems of camera calibration,
background subtraction, feature extraction,
feature matching and so forth. - Extend algorithms to dynamic cameras at multiple
resolutions and viewpoints.
7Real-time mesh processing of 3D objects
- Our goal is to obtain high quality approximations
of the deforming surfaces of objects in a dynamic
scene at any point in time, and to render them by
projecting video textures on them. - Subdivision surfaces and their multi-resolution
extensions are the right tools for achieving both
high-quality renderings, which are necessary to
convey the illusion of reality, and
high-compression ratios, which are necessary to
overcome the massive amounts of data involved in
multiple-view video. - This necessitates substantial extensions of the
current state-of-the art in both computer vision
and graphics, since the projective constraints
arising from multiple cameras are essentially
non-linear.
8Team Composition
- The associate team is composed of 5 senior
researchers, 10 PhD students and 2 engineers. - Gabriel Taubin and 4 students at Brown (EE)
- Peter Sibley, Daniel Crispell, Yong Zhao, Douglas
Lanman - Chad Jenkins and 3 students at Brown (CS)
- Matt Loper, German Gonzales, Dan Grollman
- Rémi Ronfard and 2 students at INRIA (MOVI)
- David Knossow, Daniel Weinland
- Edmond Boyer and 1 student (MOVI)
- Clement Menier
- Frederic Devernay, Loic Lefort and Herve Mathieu
9Previous work
- Gabriel Taubin and Rémi Ronfard has a close
collaboration at IBM TJ Watson Research Center in
1992 and 2000 on efficient data structures and
algorithms for manipulating multi-resolution
curves and surfaces - Gabriel Taubin, Remi Ronfard Implicit simplical
models for adaptive curve reconstruction. IEEE
transactions on Pattern Analysis and Machine
Intelligence, 3(18), pp. 321-325, 1996 - Ioana Martin, Remi Ronfard, Fausto Bernardini
Detail-Preserving Variational Surface Design with
Multiresolution Constraints. International
Conference on Shape Modeling and Applications,
June 2004.
10Team Complementarity
- The MOVI team at INRIA brings expertise in camera
calibration and synchronization multiple-view
stereo and shape from silhouette real-time and
distributed systems action recognition. - The two teams at Brown bring complementary
expertise in embedded systems programming and
image-based rendering, mesh processing, machine
learning and behaviour-based robotics.
11Initial work items
- Distributed video capture, including camera
synchronization and calibration - Multi-resolution object surfaces from silhouettes
using subdivision surfaces, with applications on
modeling deformable objects and interpolating new
viewpoints - Human motion tracking and action understanding
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15Blinky Distributed Camera Control
16Camera Recording and Playback
17Camera Calibration
183D models from multiple views
- Visual Hulls and Shapes (Edmond Boyer)
19From multiple cameras to 3D
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21Beyond visual hulls and towards multi-resolution
(work in progress)
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26Markerless articulated motion
27Human Action Recognition
28Human action recognition example
29Recovering body skeleton from video (work in
progress)
30Achievement in 2005
- June/July 2005 - The initial associate team
meetings were very successful and appealed to PhD
students enormously on both sides. - Those meetings revealed that both labs are
heading very rapidly towards very large camera
arrays (100's at INRIA, 1000's at Brown). - Although the initial investment in terms of
hardware and software developments are still
high, our collaboration will save efforts and
expenses. - INRIA recording and playback software has been
deployed at Brown for initial experiments,
calibration and background subtraction to follow
31Exchanges in 2005
32Scheduled exchanges in 2006
- Chad Jenkins will visit INRIA in April
- continue ongoing collaboration with Clement
Menier on medial-axis reconstruction from
multiple silhouettes - start a new collaboration with Daniel Weinland on
motion modeling and action recognition. - In June, Gabriel Taubin and Remi Ronfard host an
international workshop on 3D cinematography at
CVPR in New York City. - More student exchanges throughout summer (thanks
to NSF) - multi-resolution surface from silhouettes
- multi-view stereo, deformable surfaces
33Scheduled exchanges for 2006
34Future work Cinematized Reality
- Track and follow action
- Tracking paths of multiple people
- Tracking articulated motion
- Tracking activities
- Generate new views
- View-dependent textures mapped to 3D model
- Camera placement problem - How to choose the best
views ? - Generate new movies in 2D or 3D
35Applications
- Digitizing Live Performances
- Cultural Heritage and Education
- Interactive Television, Games
- Holographic theatre
- Tele-presence
- Remote actors, dancers, musicians
- Theatre of operations in medecine and military
- Producing content for 3D cinema (2010) and 3D
television (2020)
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