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Interactive Video Tours MSR Interactive Visual Media Group //msrweb/vision/IBR Rick Szeliski, Sing Bing Kang, Matt Uyttendaele, Simon Winder, Antonio Criminisi
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Being There: Video-Based Reality Project A new computer-mediated interactive medium Goal: Combine the interactivity of 3D games and virtual worlds with the realism and richness of film and video
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Being There: Video-Based Reality Project How? Capture real-world video footage with an omni- directional camera and add interactive video/graphic elements Application: Video-Based Walkthroughs [IEEE CG&A May/June 2004]
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Virtual Tours Move camera along a rail (“dolly track”) and play back a 360 video Applications: –Homes and architecture –Outdoor locations (tourist destinations)
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Surround video acquisition system OmniCam (six-camera head)
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OmniCam Built by Point Grey Research (Ladybug) Six camera head Portable hard drives, fiber-optic link Resolution per image: 1024 x 768 FOV: ~100 o x ~80 o Acquisition speed: 15 fps uncompressed
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Acquisition platforms Robotic cart Wearable
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Calibration: Lens distortion Original (distorted) imageOutput (corrected, perspective) image
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Calibration: Vignetting Before correctionAfter correction
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Stitching (Only 4 of 6 images shown here)
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Problem with simple feathering
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Multiperspective plane sweep With MPPSWithout MPPS
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Feature tracking for calibration and ego-motion Points tracked in all frames in all 6 cameras Edges tracked in all frames in all 6 cameras
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Stabilization Before motion stabilizationAfter motion stabilization Align frame- to-frame and distribute heading
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Augmented surround video A movie clip from the original surround data. The augmented movie clip. Surround augmented with video
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Viewing Software D3D + DirectShow + XML scene graphs Model: 6 texture mapped planes –Rendered using D3D hardware Rendering software: –Selective decompression –Joystick controller –Overlays support
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Demo A Virtual Home Tour
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Head-mounted outdoor scene acquisition Map control Localized audio for a richer experience Complex path navigation (greater freedom of motion) A second scenario: Bellevue Botanical Gardens
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Data acquisition Walk through the garden with the Ladybug camera mounted on helmet Acquisition done in about 15 minutes 44 Gb worth of video and audio data
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Map control The garden map Drawing the acquisition path Mapping video frames positions on map Placing sound sources (background and dynamic) Output is a descriptive XML file
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Audio processing and streaming All audio sources are: 1.Attenuated (based on distance from current position), 2.Mixed together, 3.Streamed to sound card (DirectX Audio). Two types of sound: background and dynamic Some audio sources Current ego-position
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Bifurcation handling Hypothesize, align, choose best pair as bifurcation Choice of path depends on current heading and bifurcation point orientation Current heading
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Bifurcation handling Hypothesize, align, choose best pair as bifurcation Choice of path depends on current heading and bifurcation point orientation Current heading
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Demo 2 A walk in Bellevue Botanical Garden
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High-Dynamic range (HDR) imaging Complex indoor path navigation 3 rd scenario: High-End Home (architectural walkthrough)
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Combine multiple exposures to obtain a high dynamic range (HDR) image. High dynamic range imaging Overexposed Combined Underexposed
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All frames Underexposed framesOverexposed frames HDR imaging is challenging for videos. Image registration is necessary.
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Demo 3 A High-End Home
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Sample walkthroughs Garden Tour High-End Home Tour Simple Home Tour
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Features and statistics Rapid scene acquisition Map control Localized audio for a richer experience Complex path navigation High data rates: –44 Gb worth of video and audio data in 15 minutes
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Current/future work Scene Modeling –Motion estimation and map generation –More interactive 3D elements Compression & selective decoding –Tiled video representation Rendering –Better use of GPU Interactive DVD deployment
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