English
 
Help Privacy Policy Disclaimer
  Advanced SearchBrowse

Item

ITEM ACTIONSEXPORT

Released

Conference Paper

Free-viewpoint Video of Human Actors

MPS-Authors
/persons/resource/persons44222

Carranza,  Joel
Computer Graphics, MPI for Informatics, Max Planck Society;
Graphics - Optics - Vision, MPI for Informatics, Max Planck Society;

/persons/resource/persons45610

Theobalt,  Christian       
Computer Graphics, MPI for Informatics, Max Planck Society;
Programming Logics, MPI for Informatics, Max Planck Society;

/persons/resource/persons44965

Magnor,  Marcus
Graphics - Optics - Vision, MPI for Informatics, Max Planck Society;

/persons/resource/persons45449

Seidel,  Hans-Peter       
Computer Graphics, MPI for Informatics, Max Planck Society;

External Resource
No external resources are shared
Fulltext (restricted access)
There are currently no full texts shared for your IP range.
Fulltext (public)
There are no public fulltexts stored in PuRe
Supplementary Material (public)
There is no public supplementary material available
Citation

Carranza, J., Theobalt, C., Magnor, M., & Seidel, H.-P. (2003). Free-viewpoint Video of Human Actors. In J. K. Hodgins (Ed.), Proceedings of ACM SIGGRAPH 2003 (SIGGRAPH-03) (pp. 569-577). New York, USA: ACM.


Cite as: https://hdl.handle.net/11858/00-001M-0000-000F-2D0D-C
Abstract
In free-viewpoint video, the viewer can interactively choose his
viewpoint in \mbox{3-D} space to observe the action of a dynamic
real-world scene from arbitrary perspectives.

The human body and its motion plays a central role in most visual media
and its structure can be exploited for robust motion estimation and efficient
visualization. This paper describes a system that uses multi-view
synchronized video footage of an actor's performance to
estimate motion parameters and to interactively re-render the
actor's appearance from any viewpoint.


The actor's silhouettes are extracted from
synchronized video frames via background
segmentation and then used to determine a sequence of poses
for a \mbox{3D} human body model.
By employing multi-view texturing during rendering, time-dependent changes
in the body surface are reproduced in high detail.
The motion capture subsystem runs offline, is non-intrusive, yields robust
motion parameter estimates, and can cope with a
broad range of motion.
The rendering subsystem runs at real-time frame rates using ubiquous
graphics hardware, yielding a highly naturalistic impression of the
actor.
The actor can be placed in virtual environments to create composite dynamic
scenes. Free-viewpoint video allows the creation of camera fly-throughs or
viewing the action interactively from arbitrary perspectives.