计算机科学
运动捕捉
计算机视觉
人工智能
卷积神经网络
虚拟现实
面子(社会学概念)
姿势
增强现实
参数统计
面部表情
三维重建
阿凡达
移动设备
计算机图形学(图像)
人机交互
运动(物理)
操作系统
社会学
统计
社会科学
数学
作者
Young-Woon Cha,True Price,Zhen Wei,Xinran Lu,Nicholas Rewkowski,Rohan Chabra,Zihe Qin,Hyounghun Kim,Zhaoqi Su,Yebin Liu,Adrian Ilie,Andrei State,Zhenlin Xu,Jan‐Michael Frahm,Henry Fuchs
标识
DOI:10.1109/tvcg.2018.2868527
摘要
We propose a new approach for 3D reconstruction of dynamic indoor and outdoor scenes in everyday environments, leveraging only cameras worn by a user. This approach allows 3D reconstruction of experiences at any location and virtual tours from anywhere. The key innovation of the proposed ego-centric reconstruction system is to capture the wearer's body pose and facial expression from near-body views, e.g. cameras on the user's glasses, and to capture the surrounding environment using outward-facing views. The main challenge of the ego-centric reconstruction, however, is the poor coverage of the near-body views - that is, the user's body and face are observed from vantage points that are convenient for wear but inconvenient for capture. To overcome these challenges, we propose a parametric-model-based approach to user motion estimation. This approach utilizes convolutional neural networks (CNNs) for near-view body pose estimation, and we introduce a CNN-based approach for facial expression estimation that combines audio and video. For each time-point during capture, the intermediate model-based reconstructions from these systems are used to re-target a high-fidelity pre-scanned model of the user. We demonstrate that the proposed self-sufficient, head-worn capture system is capable of reconstructing the wearer's movements and their surrounding environment in both indoor and outdoor situations without any additional views. As a proof of concept, we show how the resulting 3D-plus-time reconstruction can be immersively experienced within a virtual reality system (e.g., the HTC Vive). We expect that the size of the proposed egocentric capture-and-reconstruction system will eventually be reduced to fit within future AR glasses, and will be widely useful for immersive 3D telepresence, virtual tours, and general use-anywhere 3D content creation.
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