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Real-time Foreground Extraction with RGBD Camera for 3D Telepresence. Presenter: ZHAO Mengyao, PhD, SCE Supervisor: Asst/P FU Chi-Wing, Philip Co-Supervisor: A/P CAI Jianfei. Outline. Motivation Related Work Challenges Our Approach Results Limitation
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Real-time Foreground Extraction with RGBD Camera for 3D Telepresence Presenter: ZHAO Mengyao, PhD, SCE Supervisor: Asst/P FU Chi-Wing, Philip Co-Supervisor: A/P CAI Jianfei
Outline • Motivation • Related Work • Challenges • Our Approach • Results • Limitation • Future Work
3D Telepresence BeingThere Centre’s RBT Project IBM’s Holographic 3D cell phone
Related Work • Chroma Key [1, 2]
Related Work • Interactive Approach [3-8]
Related Work Microsoft Kinect [9] PrimeSense Carmine 3D Sensor [10]
Related Work • Real-time Foreground Extraction with RGBD camera: • FreeCam [11]
Challenges • Convenience • Arbitrary background • High quality • Natural & smooth boundary • Automation • No manual markup • Real-time • Support teleconference/telepresence • Temporal coherency • Free of flickering artifact
Challenges • Inaccurate depth map Red: Color Green: Depth • Noisy depth map • Depth/Color not well aligned • Depth/Color not synchronized Depth on Color
Our Approach • We aim to • Perform high-quality coherent foreground extraction in real-time that could support teleconference and telepresence • We propose • An integrated pipeline for robust foreground extraction with RGBD camera • A temporal coherent matting approach • A CUDA based GPU implementation of our approach that achieves real-time performance
Our Approach – Matting where iis the index of pixel, I is the intensity, αis the alpha, F is the foreground, B is the background Input Trimap Alpha
Our Approach – Temporal Hole Filling with Depth Map Shadow Detection NMD: no-measured depth [12] Black: NMD regions Green: out-of-range regions Yellow: mirror-like regions Red: shadow regions Raw depth map Detected shadow Types of NMD regions
Our Approach – Temporal Hole Filling with Depth Map Shadow Detection • Temporal Hole-filling: • For shadow region, apply below: • For other NMD region, apply joint-bilateral filter
Our Approach –Adaptive Binary Mask Generation color mask final mask depth mask
Our Approach –Non-local Temporal Matting: intro of closed-form matting • Closed-form matting: • Assumption: • Both F and B are approximately constant over a small window around each pixel. 1 2 • Alpha can be obtained by solving: ( 3 )
Our Approach –Non-local Temporal Matting: extension of closed-form matting Closed-form matting Assumption: F and B are smooth in local window Temporal coherency Assumption: F and B are smooth in both spatial and temporal domain Non-local temporal matting
Our Approach –Non-local Temporal Matting: 3d non-local neighbor It+1 It0 It-1 It0 2D neighbor 3D non-local neighbor is the neighbor of (4) (5) (3)
Our Approach – Non-local Temporal Matting: volume partition • The linear equation system is too large • Use kd-tree segmentation to partition the volumes • Recursive until number of unknown within each block is smaller than a threshold
Our Approach –GPU implementation: CUDA and CULA Sparse Quantitative Performance
Limitation • Shadow-like region when moving fast • Reason 1: color/depth not well aligned • Reason 2: color/depth not synchronized • Sometimes inaccurate when foreground/background share similar color
Future Work • Refine the depth map using attained alpha map to achieve better 3D representation
Thank You! Q & A