Robust foreground segmentation for GPU architecture in an immersive 3D videoconferencing system

J. Civit, Ò. Escoda
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引用次数: 5

Abstract

Current telepresence systems, while being a great step forward in videoconferencing, still have important points to improve in what eye-contact, gaze and gesture awareness concerns. Many-to-many communications are going to greatly benefit from mature auto-stereoscopic 3D technology; allowing people to engage more natural remote meetings, with proper eye-contact and better spatiality feeling. For this purpose, proper real-time multi-perspective 3D video capture is necessary (often based on one or more View+Depth data sets). Given current state of the art, some sort of foreground segmentation is often necessary at the acquisition in order to generate 3D depth maps with hight enough resolution and accurate object boundaries. For this, one needs flicker-less foreground segmentations, accurate to borders, resilient to noise and foreground shade changes, and able to operate in real-time on performing architectures such as GPGPUs. This paper introduces a robust Foreground Segmentation approach used within the experimental immersive 3D Telepresence system from EU-FP7 3DPresence project. The proposed algorithm is based on a costs minimization using Hierarchical Believe Propagation and outliers reduction by regularization on oversegmented regions. The iterative nature of the approach makes it scalable in complexity, allowing it to increase accuracy and picture size capacity as GPGPUs become faster. In this work, particular care in the design of foreground and background cost models has also been taken in order to overcome limitations of previous work proposed in the literature.
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沉浸式3D视频会议系统中GPU架构的鲁棒前景分割
目前的远程呈现系统,虽然是视频会议的一大进步,但在目光接触、凝视和手势感知方面仍有重要的改进之处。多对多通信将从成熟的自动立体3D技术中受益匪浅;让人们参与更自然的远程会议,适当的眼神交流和更好的空间感。为此,适当的实时多视角3D视频捕获是必要的(通常基于一个或多个View+Depth数据集)。考虑到目前的技术水平,为了生成具有足够高分辨率和精确目标边界的3D深度图,在采集过程中通常需要某种前景分割。为此,人们需要无闪烁的前景分割,精确的边界,对噪声和前景阴影变化的弹性,并能够在诸如gpgpu之类的执行架构上实时操作。本文介绍了一种在EU-FP7 3DPresence项目的实验性沉浸式3D远程呈现系统中使用的鲁棒前景分割方法。该算法基于分层置信传播的成本最小化和对过度分割区域的正则化异常值减少。该方法的迭代特性使其在复杂性上具有可扩展性,允许它在gpgpu变得更快时提高准确性和图像大小容量。在这项工作中,为了克服文献中提出的先前工作的局限性,还特别注意了前景和背景成本模型的设计。
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