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3D Tele-Collaboration over Internet2 Herman Towles, UNC-CH representing members of the National Tele-Immersion Initiative (NTII) ITP 2002 Juan-les-Pins, France 06 December 2002. NTII Collaborators & Co-authors. University of North Carolina at Chapel Hill
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3D Tele-Collaboration over Internet2 Herman Towles, UNC-CH representing members of the National Tele-Immersion Initiative (NTII) ITP 2002 Juan-les-Pins, France 06 December 2002
NTII Collaborators & Co-authors • University of North Carolina at Chapel Hill • Wei-Chao Chen, Ruigang Yang, Sang-Uok Kum, and Henry Fuchs • University of Pennsylvania • Nikhil Kelshikar, Jane Mulligan, and Kostas Daniilidis • Brown University • Loring Holden, Bob Zeleznik, and Andy Van Dam • Advanced Network & Services • Amela Sadagic and Jaron Lanier
Clear Motivation to Provide • Higher Resolution • Larger, more immersive Field-of-View • Participants at Accurate Geometric Scale • Eye Contact • Spatialized Audio (Group settings) • More Natural Human-Computer Interfaces
Related Work • Improved Resolution & FOV • Access Grid – Childers et al., 2000 • Commerical, multi-channel extensions of ‘1-camera to 1-display’ • Gaze-Awareness • MONJUnoCHIE System – Aoki et al., 1998 • Blue-C Project - Kunz and Spagno, 2001-2002 • VIRTUE Project – Cooke, Kauff, Schreer et al., 2000-2002 • 3D Reconstruction/New Novel Views • CMU’s Virtualized Reality Project – Narayanan, Kanade, 1998 • Visual Hull Methods – Matusik, McMillan et al, 2000 • VIRTUE Project – Cooke, Kauff, Schreer et al., 2000-2002 • Human Computer Interfaces • T-I Data Exploration (TIDE) – Leigh, DeFanti et al., 1999 • VisualGlove Project - Constanzo, Iannizzotto, 2002
XTP: ‘Xtreme Tele-Presence UNC ‘Office of the Future’ Andrei State 1998
Presentation Outline • Motivation and Related Work • NTII Tele-Collaboration Testbed • Acquisition and 3D Reconstruction • Collaborative Graphics & User Interfaces • Rendering & Display • Network • Results • Future Challenges
Scene Acquisition & Reconstruction • Foreground: Real-Time Stereo Algorithm • Frame Rate: 2-3 fps (550MHz Quad-CPU) - REAL-TIME! • Volume: 1 cubic meter • Resolution: 320x240 (15K-25K foreground points) • Background: Scanning Laser Rangefinder • Frame Rate: 1 frame in 20-30 minutes - OFFLINE! • Volume: Room-size • Resolution: More data than you can handle! Composite Live Foreground & Static Background
+ Real-Time Foreground Acquisition • Trinocular Stereo Reconstruction Algorithm • After background segmentation, find corresponding pixels in each image using MNCC method • 3D ray intersection yields pixel depth • Median filter the disparity map to reduce outliers • Produce 320x240 Depth Maps (1/z, R,G,B) = Images courtesy of UPenn GRASP Lab
UNC Acquisition Array Five Dell 6350 Quad-Processor Servers Seven Sony Digital 1394 Cameras – Five Trinocular Views
Stereo Processing Sequence Camera Views Disparity Maps 3 Views of Combined Point Clouds Images courtesy of UPenn GRASP Lab
Shared 3D Objects • Scene Graph Sharing • Distributed, Common Scene Graph Dataset • Local Changes, Shared Automatically with Remote Nodes • Object Manipulation with 2D & 3D Pointers • 3D Virtual Laser Pointing Device • Embedded magnetic tracker • Laser beam rendered as part of Scene Graph • One event/behavior button
3D Stereo Display • Passive Stereo & Circular Polarization • Custom Filters on Projectors • Lightweight Glasses • Silvered Display Surface • Front Projection • Usable in any office/room • Ceiling-mounted Configurations • Two Projector Stereo • 100% Duty Cycle • Brighter & No flicker • Permits multi-PC Rendering
View-Dependent Rendering • HiBall 6DOF Tracker • 3D Position & Orientation • Accurate, Low latency & noise • Headband-mounted Sensor • HiBall to Eyeball Calibration • PC Network Server
Rendering Configurations • One PC Configuration (Linux) • Dual-channel NVIDIA graphics • Three PC Configuration (Linux) • Separate left & right-eye rendering PCs w/NVIDIA graphics • One PC used as network interface, multicasts depth map stream to rendering PCs • Performance – 933MHz PCs & GeForce2 • Interactive Display Rates of 25-100fps • Asynchronous updates of 3D Reconstruction (2-3Hz) & Scene Graph (20Hz) • Newest Rendering Configuration 10-20X • 2.4GHz, GeForce4, Multi-Threaded, VAR Arrays
Network Considerations • All Tests over Internet2 • Data Rates of ~20-75 Mbps from Armonk, NY and Philadelphia into Chapel Hill • 320 x 240 Resolution • Up to 5 Reconstruction Views per site • Frame Rates 2-3 fps • TCP/IP • Latency of 2-3 seconds typical
Presentation Outline • Motivation and Related Work • NTII Tele-Collaboration Testbed • Acquisition and 3D Reconstruction • Collaborative Graphics & User Interfaces • Rendering & Display • Network • Results • Future Challenges
Results ‘Roll the Tape’
Summary • ‘One-on-One’ 3D Tele-Immersion Testbed • Life-size, view-dependent, passive stereo display • Interact with shared 3D Objects using a virtual laser pointer • Half-Duplex Operation today • Operation over Internet2 between Chapel Hill, Philadelphia and Armonk • Audio over H.323 or POTS
Future Challenges • Improved 3D Reconstruction Quality • Larger Working Volume, Faster Frame Rates – 60 cameras • Fewer Reconstruction Errors (using structured light and adaptive correlation kernels) • Reduce System Latency and Susceptibility to Network Congestion • Pipelined architecture • Shunt Protocol (between TCP/UDP and IP layers) that allows multiple flows to do coordinated congestion control • Full Duplex Operation • Unobtrusive Operation • No headmounts, No eyeglasses!
Thank You Research funded by Advanced Network and Services, Inc. and National Science Foundation (USA)
UPenn Acquisition Array Fifteen Sony Digital 1394 Cameras – Five Trinocular Views
3D Data + 2D Images UPenn Philadelphia 2D Video + Audio UNC Chapel Hill UNC Chapel Hill Advanced Armonk, NY Scene Bus Data 2D Video + Audio Advanced Armonk, NY 3D Data + 2D Images 3D Data + 2D Images Past Experiments With Collaboration w/o Collaboration