A Real-Time System for Full Body Interaction with Virtual Worlds

Jean-Marc Hasenfratz, M. Lapierre, F. Sillion
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引用次数: 63

Abstract

Real-time video acquisition is becoming a reality with the most recent camera technology. Three-dimensional models can be reconstructed from multiple views using visual hull carving techniques. However the combination of these approaches to obtain a moving 3D model from simultaneous video captures remains a technological challenge. In this paper we demonstrate a complete system architecture allowing the real-time (≤ 30 fps) acquisition and full-body reconstruction of one or several actors, which can then be integrated in a virtual environment. A volume of approximately 2m3 is observed with (at least) four video cameras and the video fluxes are processed to obtain a volumetric model of the moving actors. The reconstruction process uses a mixture of pipelined and parallel processing, using N individual PCs for N cameras and a central computer for integration, reconstruction and display. A surface description is obtained using a marching cubes algorithm. We discuss the overall architecture choices, with particular emphasis on the real-time constraint and latency issues, and demonstrate that a software synchronization of the video fluxes is both sufficient and efficient. The ability to reconstruct a full-body model of the actors and any additional props or elements opens the way for very natural interaction techniques using the entire body and real elements manipulated by the user, whose avatar is immersed in a virtual world.
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一个与虚拟世界进行全身交互的实时系统
借助最新的摄像技术,实时视频采集正在成为现实。利用视觉船体雕刻技术可以从多个视图重建三维模型。然而,结合这些方法从同步视频捕获中获得移动的3D模型仍然是一个技术挑战。在本文中,我们展示了一个完整的系统架构,允许实时(≤30 fps)采集和一个或多个参与者的全身重建,然后可以集成到虚拟环境中。用(至少)四个摄像机观察大约2m3的体积,并对视频通量进行处理,以获得运动演员的体积模型。重建过程采用流水线和并行处理的混合处理,使用N台单独的pc进行N台摄像机和一台中央计算机进行集成,重建和显示。利用行军立方算法获得表面描述。我们讨论了整体架构的选择,特别强调了实时约束和延迟问题,并证明了视频流的软件同步是充分和有效的。重建演员的全身模型和任何额外的道具或元素的能力为非常自然的交互技术开辟了道路,使用整个身体和由用户操纵的真实元素,用户的化身沉浸在虚拟世界中。
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