Title: 3D TeleCollaboration
1 - 3D Tele-Collaboration
- over Internet2
- Herman Towles, UNC-CH
- representing members of the
- National Tele-Immersion Initiative (NTII)
- ITP 2002
- Juan-les-Pins, France
- 06 December 2002
2NTII Collaborators Co-authors
- University of North Carolina at Chapel Hill
- Wei-Chao Chen, Ruigang Yang, Sang-Uok Kum, and
Henry Fuchs - University of Pennsylvania
- Nikhil Kelshikar, Jane Mulligan, and Kostas
Daniilidis - Brown University
- Loring Holden, Bob Zeleznik, and Andy Van Dam
- Advanced Network Services
- Amela Sadagic and Jaron Lanier
3Clear Motivation to Provide
- Higher Resolution
- Larger, more immersive Field-of-View
- Participants at Accurate Geometric Scale
- Eye Contact
- Spatialized Audio (Group settings)
- More Natural Human-Computer Interfaces
4Related Work
- Improved Resolution FOV
- Access Grid Childers et al., 2000
- Commerical, multi-channel extensions of 1-camera
to 1-display - Gaze-Awareness
- MONJUnoCHIE System Aoki et al., 1998
- Blue-C Project - Kunz and Spagno, 2001-2002
- VIRTUE Project Cooke, Kauff, Schreer et al.,
2000-2002 - 3D Reconstruction/New Novel Views
- CMUs Virtualized Reality Project Narayanan,
Kanade, 1998 - Visual Hull Methods Matusik, McMillan et al,
2000 - VIRTUE Project Cooke, Kauff, Schreer et al.,
2000-2002 - Human Computer Interfaces
- T-I Data Exploration (TIDE) Leigh, DeFanti et
al., 1999 - VisualGlove Project - Constanzo, Iannizzotto,
2002
5XTP Xtreme Tele-Presence
UNC Office of the Future Andrei State 1998
6Research Snapshots
7Presentation Outline
- Motivation and Related Work
- NTII Tele-Collaboration Testbed
- Acquisition and 3D Reconstruction
- Collaborative Graphics User Interfaces
- Rendering Display
- Network
- Results
- Future Challenges
8Scene Acquisition Reconstruction
- Foreground Real-Time Stereo Algorithm
- Frame Rate 2-3 fps (550MHz Quad-CPU) -
REAL-TIME! - Volume 1 cubic meter
- Resolution 320x240 (15K-25K foreground points)
- Background Scanning Laser Rangefinder
- Frame Rate 1 frame in 20-30 minutes - OFFLINE!
- Volume Room-size
- Resolution More data than you can handle!
- Composite
- Live Foreground Static Background
9Real-Time Foreground Acquisition
- Trinocular Stereo Reconstruction Algorithm
- After background segmentation, find
corresponding pixels in each image using MNCC
method - 3D ray intersection yields pixel depth
- Median filter the disparity map to reduce
outliers - Produce 320x240 Depth Maps (1/z, R,G,B)
Images courtesy of UPenn GRASP Lab
10UNC Acquisition Array
Five Dell 6350 Quad-Processor Servers
Seven Sony Digital 1394 Cameras Five Trinocular
Views
11Stereo Processing Sequence
Camera Views
Disparity Maps
3 Views of Combined Point Clouds
Images courtesy of UPenn GRASP Lab
12Collaborative Graphics User I/F
13Shared 3D Objects
- Scene Graph Sharing
- Distributed, Common Scene Graph Dataset
- Local Changes, Shared Automatically with Remote
Nodes - Object Manipulation with 2D 3D Pointers
- 3D Virtual Laser Pointing Device
- Embedded magnetic tracker
- Laser beam rendered as part of Scene Graph
- One event/behavior button
14 Rendering System Overview
153D Stereo Display
- Passive Stereo Circular Polarization
- Custom Filters on Projectors
- Lightweight Glasses
- Silvered Display Surface
- Front Projection
- Usable in any office/room
- Ceiling-mounted Configurations
- Two Projector Stereo
- 100 Duty Cycle
- Brighter No flicker
- Permits multi-PC Rendering
16View-Dependent Rendering
- HiBall? 6DOF Tracker
- 3D Position Orientation
- Accurate, Low latency noise
- Headband-mounted Sensor
- HiBall to Eyeball Calibration
- PC Network Server
17Rendering Configurations
- One PC Configuration (Linux)
- Dual-channel NVIDIA graphics
- Three PC Configuration (Linux)
- Separate left right-eye rendering PCs w/NVIDIA
graphics - One PC used as network interface, multicasts
depth map stream to rendering PCs - Performance 933MHz PCs GeForce2
- Interactive Display Rates of 25-100fps
- Asynchronous updates of 3D Reconstruction (2-3Hz)
Scene Graph (20Hz) - Newest Rendering Configuration 10-20X
- 2.4GHz, GeForce4, Multi-Threaded, VAR Arrays
18Network Considerations
- All Tests over Internet2
- Data Rates of 20-75 Mbps from Armonk, NY and
Philadelphia into Chapel Hill - 320 x 240 Resolution
- Up to 5 Reconstruction Views per site
- Frame Rates 2-3 fps
- TCP/IP
- Latency of 2-3 seconds typical
19Presentation Outline
- Motivation and Related Work
- NTII Tele-Collaboration Testbed
- Acquisition and 3D Reconstruction
- Collaborative Graphics User Interfaces
- Rendering Display
- Network
- Results
- Future Challenges
20Results
21Summary
- One-on-One 3D Tele-Immersion Testbed
- Life-size, view-dependent, passive stereo display
- Interact with shared 3D Objects using a virtual
laser pointer - Half-Duplex Operation today
- Operation over Internet2 between Chapel Hill,
Philadelphia and Armonk - Audio over H.323 or POTS
22Future Challenges
- Improved 3D Reconstruction Quality
- Larger Working Volume, Faster Frame Rates 60
cameras - Fewer Reconstruction Errors (using structured
light and adaptive correlation kernels) - Reduce System Latency and Susceptibility to
Network Congestion - Pipelined architecture
- Shunt Protocol (between TCP/UDP and IP layers)
that allows multiple flows to do coordinated
congestion control - Full Duplex Operation
- Unobtrusive Operation
- No headmounts, No eyeglasses!
23Thank You
- Research funded by
- Advanced Network and Services, Inc. and
- National Science Foundation (USA)
24UPenn Acquisition Array
Fifteen Sony Digital 1394 Cameras Five
Trinocular Views
25System Overview
26 Past Experiments
With Collaboration
w/o Collaboration