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Real-time 3d human capture system for mixed-reality art and entertainment

Real-time 3d human capture system for mixed-reality art and entertainment. contents:-. Abstract Index terms Introduction Hardware and system description Software components Magic land User study of the magic land system conclusion. ABSTRACT. INDEX TERMS. 3d view point

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Real-time 3d human capture system for mixed-reality art and entertainment

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  1. Real-time 3d human capture system for mixed-reality art and entertainment

  2. contents:- • Abstract • Index terms • Introduction • Hardware and system description • Software components • Magic land • User study of the magic land system • conclusion

  3. ABSTRACT

  4. INDEX TERMS • 3d view point • Mixed reality • tangible interaction • Art • Entertainment

  5. INTRODUCTION

  6. Hardware system description • Hardware • System setup

  7. Hardware

  8. SYSTEM SETUP • In order to generate the novel view of the subject from any angle/position of the virtual view point, the zoom level, position of each dragonfly camera must be adjusted . • The system is very sensitive to the cameras intrinsic and extrinsic parameters . • Visual hull construction alg. • Both the Unibrain camera attached to the HMD and the dragonfly cameras which capture the subject have to be calibrated. • Standard routines. • Standard routines from Intel’s OpenCV library. • Relative tranformation

  9. SOFTWARE COMPONENTS • 1.Overview • 2.Image processing module • 3.Synchronization • 4.Results

  10. OVERVIEW

  11. IMAGE PROCESSING MODULE The image processing module processes the raw captured image in three steps: 1.Background subtraction. 2.Radial distortion compensation. 3.Image size reduction.

  12. BACKGROUND SUBTRACTION • The result of visual hull construction in the rendering module largely depends on the output of the background subtraction step. • This is more crucial step to determine the quality of the final 3d model. • Simple statistical method. • Modified method. • Main purpose of this method. • The pixel properties calculated here are chromaticity and brightness, Which is obtained from a new model of pixel color. • Each pixel is divided into 4 types, they are

  13. These modifications reduce the complexity of the formula and quite drastically increase the calculation speed ,but produce misclassified pixels than original alg.

  14. FILTERING • Morphological operators.

  15. DATA SIZE FOR REAL TIME NETWORK CONSTRAINTS • TO OPTIMIZE THE DATA WE CAN USE 2 METHODS. 1.Reducing the image size by only storing the smallest rectangular region containing the foreground objects. 2.Using Bayer format

  16. RESULTS

  17. SYNCHRONIZATION

  18. The purpose of synchronization

  19. RENDERING

  20. MAGICLAND

  21. SYSTEM CONCEPT AND HARDWARE COMPONENTS

  22. SOFTWARE COMPONENTS

  23. ARTISTIC INTENTION

  24. FUTURE WORK

  25. MAGIC LAND’S RELATIONSHIP TO MIXED REALITY GAMES

  26. USER STUDY OF THE MAGIC LAND SYSTEM • Aim of this study • Design and procedures • Results of this study • Conclusions of the user study

  27. CONCLUSION

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