skip to main content
article

Free-viewpoint video of human actors

Published:01 July 2003Publication History
Skip Abstract Section

Abstract

In free-viewpoint video, the viewer can interactively choose his viewpoint in 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 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.

Skip Supplemental Material Section

Supplemental Material

theobalt_freeviewpoint.mp4

mp4

38.9 MB

References

  1. ALLEN, B., CURLESS, B., AND POPOVIC, Z. 2002. Articulated body deformations from range scan data. In Proceedings of ACM SIGGRAPH 02, 612--619.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. BOROVIKOV, E., AND DAVIS, L. 2000. A dristibuted system for real-time volume reconstruction. In Proceedings of Intl. Workshop on Computer Architectures for Machine Perception, 183ff.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. BOTTINO, A., AND LAURENTINI, A. 2001. A silhouette based technique for the reconstruction of human movement. CVIU 83, 79--95.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. BREGLER, C., AND MALIK, J. 1998. Tracking people with twists and exponential maps. In Proc. of CVPR 98, 8--15.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. BUEHLER, C., BOSSE, M., MCMILLAN, L., GORTLER, S. J., AND COHEN, M. F. 2001. Unstructured lumigraph rendering. In Proceedings of ACM SIGGRAPH 01, ACM Press, S. Spencer, Ed., 425--432.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. CHEUNG, K., KANADE, T., BOUGUET, J.-Y., AND HOLLER, M. 2000. A real time system for robust 3D voxel reconstruction of human motions In Proc. of CVPR, vol. 2, 714--720.]]Google ScholarGoogle Scholar
  7. CURLESS, B., AND SEITZ, S. 2000. 3D photography Course Notes. ACM SIGGRAPH 00.]]Google ScholarGoogle Scholar
  8. DANA, K., VAN GINNEKEN, B., NAYAR, S., AND KOENDERINK, J. 1999 Reflectance and texture of real-world surfaces. ACM Transactions on Graphics 18, 1, 1--34.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. DEBEVEC, P., TAYLOR, C., MALIK, J., LEVIN, G., G. BORSHUKOV, AND YU, Y. 1998. Image-based modeling and rendering of architecture with interactive photogrammetry and view-dependent texture mapping. Proc. IEEE International Symposium on Circuits and Systems (ISCAS'98), Monterey, USA 5 (June), 514--517.]]Google ScholarGoogle ScholarCross RefCross Ref
  10. DELAMARRE, Q., AND FAUGERAS, O. 1999. 3D articulated models and multi-view tracking with silhouettes. In Proc. of ICCV 99, 716--721.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. GAVRILA, D., AND DAVIS, L. 1996. 3D model-based tracking of humans in action: A multi-view approach. In Proc. of CVPR 96, 73--80.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. GAVRILA, D. 1999. The visual analysis of human movement. CVIU 73, 1 (January), 82--98.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. GRAMMALIDIS, N., GOUSSIS, G., TROUFAKOS, G., AND STRINTZIS, M. 2001. Estimating body animation parameters from depth images using analysis by synthesis. In Proc. of Second International Workshop on Digital and Computational Video (DCV'01), 93ff.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. JAIN, R., KASTURI, R., AND SCHUNCK, B. 1995. Machine Vision. McGraw-Hill.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. KILGARD, M. J., 2002. Nvidia opengl extension specifications. http://developer.nvidia.com/docs/IO/3260/ATT/nv30specs.pdf.]]Google ScholarGoogle Scholar
  16. KOENEN, R., 2002. Mpeg-4 overview. http://mpeg.telecomitalialab.com/standards/mpeg-4/mpeg-4.htm.]]Google ScholarGoogle Scholar
  17. LAURENTINI, A. 1994. The visual hull concept for silhouette-based image understanding. Pattern Analysis and Machine Intelligence 16, 2 (February), 150--162.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. LENSCH, H., HEIDRICH, W., AND SEIDEL, H. P. 2001. A silhouette-based algorithm for texture registration and stitching. Graphical Models 64(3), 245--262.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. LEUNG, M., AND YANG, Y. 1995. First sight: A human body outline labeling system. PAMI 17(4), 359--379.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  20. LEVOY, M., AND HANRAHAN, P. 1996. Light field rendering. In Proceedings of ACM SIGGRAPH 96, vol. 30, 31--42.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. LUCK, J., AND SMALL, D. 2002. Real-time markerless motion tracking using linked kinematic chains. In Proc. of CVPRIP02.]]Google ScholarGoogle Scholar
  22. MARTINEZ, G. 1995. 3D motion estimation of articulated objects for object-based analysis-synthesis coding (OBASC). In VLBV 95.]]Google ScholarGoogle Scholar
  23. MATSUYAMA, T., AND TAKAI, T. 2002. Generation, visualization, and editing of 3D video. In Proc. of 1st International Symposium on 3D Data Processing Visualization and Transmission (3DPVT'02), 234ff.]]Google ScholarGoogle ScholarCross RefCross Ref
  24. MATUSIK, W., BUEHLER, C., RASKAR, R., GORTLER, S., AND MCMILLAN, L. 2000. Image-based visual hulls. In Proceedings of ACM SIGGRAPH 00, 369--374.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. MATUSIK, W., BUEHLER, C., AND MCMILLAN, L. 2001. Polyhedral visual hulls for real-time rendering. In Proceedings of 12th Eurographics Workshop on Rendering, 116--126.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. MENACHE, A. 1995. Understanding Motion Capture for Computer Animation and Video Games. Morgan Kaufmann.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. MIKIĆ, I., TRIVERDI, M., HUNTER, E., AND COSMAN, P. 2001. Articulated body posture estimation from multicamera voxel data. In Proc. of CVPR.]]Google ScholarGoogle Scholar
  28. MOEZZI, S., TAI, L.-C., AND GERARD, P. 1997. Virtual view generation for 3D digital video. IEEE MultiMedia 4, 1 (Jan.--Mar.), 18--26.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. MULLIGAN, J., AND DANIILIDIS, K. 2000. View-independent scene acquisition for telepresence. In Proceedings of the International Symposium on Augmented Reality, 105--108.]]Google ScholarGoogle Scholar
  30. NARAYANAN, P., RANDER, P., AND KANADE, T. 1998. Constructing virtual worlds using dense stereo. In Proc. of ICCV 98, 3--10.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. PLAENKERS, R., AND FUA, P. 2001. Tracking and modeling people in video sequences. CVIU 81, 3 (March), 285--302.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. PRESS, W., TEUKOLSKY, S., VETTERLING, W., AND FLANNERY, B. 1992. Numerical Recipes. Cambridge University Press.]]Google ScholarGoogle Scholar
  33. RASKAR, R., AND LOW, K.-L. 2002. Blending multiple views. In Proceedings of Pacific Graphics 2002, 145--153.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. ROHR, K. 1993. Incremental recognition of pedestrians from image sequences. In Proc. of CVPR 93, 8--13.]]Google ScholarGoogle Scholar
  35. SILAGHI, M.-C., PLAENKERS, R., BOULIC, R., FUA, P., AND THALMANN, D. 1998. Local and global skeleton fitting techniques for optical motion capture. In Modeling and Motion Capture Techniques for Virtual Environments, Springer, no. 1537 in LNAI, No1537, 26--40.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. TERZOPOULOS, D., CARLBOM, I., FREEMAN, W., KLINKER, G., LORENSEN, W., SZELISKI, R., AND WATERS, K. 1995. Computer vision for computer graphics. In ACM SIGGRAPH 95 Course Notes, vol. 25.]]Google ScholarGoogle Scholar
  37. THEOBALT, C., MAGNOR, M., SCHUELER, P., AND SEIDEL, H.-P. 2002. Combining 2D feature tracking and volume reconstruction for online video-based human motion capture. In Proceedings of Pacific Graphics 2002, 96--103.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. TSAI, R. 1986. An efficient and accurate camera calibration technique for 3D machine vision. In Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition (CVPR'86), 364--374.]]Google ScholarGoogle Scholar
  39. VEDULA, S., BAKER, S., AND KANADE, T. 2002. Spatio-temporal view interpolation. In Proceedings of the 13th ACM Eurographics Workshop on Rendering, 65--75.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  40. WREN, C., AZARBAYEJANI, A., DARRELL, T., AND PENTLAND, A. 1997. Pfinder: Real-time tracking of the human body. PAMI 19, 7, 780--785.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. WUERMLIN, S., LAMBORAY, E., STAADT, O., AND GROSS, M. 2002. 3d video recorder. In Proceedings of Pacific Graphics 2002, IEEE Computer Society Press, 325--334.]] Google ScholarGoogle ScholarDigital LibraryDigital Library
  42. YONEMOTO, S., ARITA, D., AND TANIGUCHI, R. 2000. Real-time human motion analysis and IK-based human figure control. In Proceedings of IEEE Workshop on Human Motion, 149--154.]] Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Free-viewpoint video of human actors

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in

        Full Access

        • Published in

          cover image ACM Transactions on Graphics
          ACM Transactions on Graphics  Volume 22, Issue 3
          July 2003
          683 pages
          ISSN:0730-0301
          EISSN:1557-7368
          DOI:10.1145/882262
          Issue’s Table of Contents

          Copyright © 2003 ACM

          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 1 July 2003
          Published in tog Volume 22, Issue 3

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • article

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader