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3D TV: A Scalable System for Real-time Acquisition, Transmission, and Autostereoscopic Display of Dynamic Scenes Wojciech Matusik, MERL Hanspeter Pfister, MERL Just like a window! 3D TV – Our Vision Immersive Unobtrusive Multi-user 3D TV – Our Goals
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3D TV: A Scalable System for Real-time Acquisition, Transmission, and Autostereoscopic Display of Dynamic Scenes Wojciech Matusik, MERL Hanspeter Pfister, MERL
Just like a window! 3D TV – Our Vision • Immersive • Unobtrusive • Multi-user
3D TV – Our Goals • Capture light flowing through a “window” • Real-time transmission • Multiview autostereoscopic light field display
Challenges • Bandwidth • Processing • Real-time • Multiview autostereoscopic display • End-to-end system • Automatic setup and calibration
Contributions • Real-time end-to-end 3D TV system • Distributed, scalable architecture • Multiview video rendering • Computational alignment for 3D displays
Outline • Previous Work • 3D Display • System Architecture • Display Calibration • Rendering • Future Work and Conclusions
Previous Work – Early Beginnings • Stereoscope [Wheatstone 1838] • Parallax stereogram [Ives 1903] • Integral display [Lippman 1908] • Parallax panoramagram [Ives 1928] • Lenticular sheets, 1930s • Hologram [Gabor 1948]
Previous Work - Acquisition • Model-based systems [Kanade 97], [Gross 03], [Carranza 03] • Light-field systems [Levoy 96], [Gortler 96], [Schirmacher 01], [Yang 02], [Wilburn 02], [Naemura 02] • Multiview video compression and transmission [Fehn 02], [Magnor 03], [Ramanathan 03], [Yang 02], [Tanimoto 03], [Zitnick 04], [Smolic 03]
Previous Work – Displays • Holographic displays [St.-Hillaire 95], [Maeno 96], [Kajiki 96], [Stanley 00], [Huebschman 03] • Volumetric displays [McKay 00], [Favalora 01] • Parallax displays [Nakajima 01], [Liao 02], [Moore 96], [Perlin 00] • Multi-projector displays [Raskar 98], [Li 02], [Humphreys 02]
Outline • Previous Work • 3D Display • System Architecture • Display Calibration • Rendering • Future Work and Conclusions
Regular Pixels • Ideally emit the same light in all directions Emitted Light
View-dependent Pixels • Emit different amounts of light/color in different directions Emitted Light
View-dependent Pixels Lens or Pinhole = Pixel High Resolution Screen
View-dependent Pixels Emitted Light Lens or Pinhole = Pixel High Resolution Screen
Rear Projection Design Lens = Pixel Semi-transparent Material Lens
Rear Projection Design Lens = Pixel Semi-transparent Material Lens
Rear Projection Design Emitted Light Lens = Pixel Semi-transparent Material Lens
Front Projection Design Lens Reflective Material
Front Projection Design Lens Reflective Material
Front Projection Design Emitted Light Lens Reflective Material
Display Trade-offs • Horizontal and vertical parallax 3D TV • requires O(n2) bandwidth, computation, & cost • Horizontal parallax only 3D TV • requires O(n) bandwidth, computation, & cost • still produces immersive and convincing 3D experience
Display Trade-offs • Horizontal and vertical parallax 3D TV • requires O(n2) bandwidth, computation, & cost • Horizontal parallax only 3D TV • requires O(n) bandwidth, computation, & cost • still produces immersive and convincing 3D experience
Outline • Previous Work • 3D Display • System Architecture • Display Calibration • Rendering • Future Work and Conclusions
Acquisition Compression Transmission 3D Display System Architecture
Acquisition • Array (16) of hardware synchronized, calibrated, cameras • Distributed acquisition
Compression & Transmission • Temporal encoding • Each stream encoded separately • Uses existing video standards (MPEG-2) • Scalable • Spatial (multiview) encoding • Not scalable • Not real-time • Both temporal & spatial encoding • Best compression
Compression & Transmission • Temporal encoding • Each stream encoded separately • Uses existing video standards (MPEG-2) • Scalable • Spatial (multiview) encoding • Not scalable • Not real-time • Both temporal & spatial encoding • Best compression
Distributed Display • Decoders • decode video streams • send pixel streams to consumers • Consumers • render video streams
Distributed Display • Controller • decides where to send pixels • ensures data flow to each consumer is at most kx video stream (k = 3) • allows interactively changing display parameters
Outline • Previous Work • 3D Display • System Architecture • Display Calibration • Rendering • Future Work and Conclusions
Display Calibration • Geometric calibration • Project checkerboard pattern Display Plane Calibration Camera Projector Array
Display Calibration • Geometric calibration • Project checkerboard pattern • Compute homographies Display Plane Calibration Camera Projector Array
Display Calibration • Geometric calibration • Project checkerboard pattern • Compute homographies • Compute intersection
Display Calibration • Geometric calibration • Project checkerboard pattern • Compute homographies • Compute intersection • Compute maximum rectangle
Display Calibration • Photometric Calibration • Compute minimum intensity
Display Calibration • Photometric Calibration • Compute minimum intensity • Equalize intensities
Outline • Previous Work • 3D Display • System Architecture • Display Calibration • Rendering • Future Work and Conclusions
Simple System Limitations • Physical alignment is impossible • No flexibility
Lightfield Rendering • Unstructured Lumigraph Rendering [Buehler 01] – Blend 3 rays / pixel • Closest ray • 1 ray / pixel