Download 3D Video and Its Applications by Takashi Matsuyama, Shohei Nobuhara, Takeshi Takai, Tony Tung PDF

By Takashi Matsuyama, Shohei Nobuhara, Takeshi Takai, Tony Tung

This publication offers a huge assessment of state of the art 3D video construction applied sciences and functions. The textual content opens with a concise creation to the sector, ahead of analyzing the layout and calibration equipment for multi-view digicam structures, together with functional implementation applied sciences. a variety of algorithms are then defined for generating 3D video from video facts. a variety of 3D video purposes also are proven. positive factors: describes real-time synchronized multi-view video trap, and item monitoring with a gaggle of lively cameras; discusses geometric and photometric digicam calibration, and 3D video studio layout with lively cameras; examines 3D form and movement reconstruction, texture mapping and picture rendering, and lights surroundings estimation; demonstrates beautiful 3D visualization, visible contents research and modifying, 3D physique motion research, and knowledge compression; highlights the rest demanding situations and the fascinating avenues for destiny examine in 3D video technology.

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IEEE Trans. Pattern Anal. Mach. Intell. 22(11), 1330–1334 (2000) 34. : Single-image vignetting correction using radial gradient symmetry. In: Proc. of IEEE Conference on Computer Vision and Pattern Recognition, pp. 1 Introduction As discussed in the previous chapter, most of 3D video studios developed so far employ a group of static cameras and hence the object’s movable space is rather strictly constrained to guarantee the high resolution well-focused multi-view object observation. This chapter presents a multi-view video capture system with a group of active cameras, which cooperatively track an object moving in a wide area to capture its high resolution well-focused multi-view video data.

That is, the widths of the hatched areas illustrated in Fig. 5 vary from cell to cell as well as from rule border to rule border. To disentangle the mutual dependencies among the design factors and the specifications, and to determine R to satisfy the specifications, the following sections derive algebraic constraints on the possible range of R, which are categorized into (1) image observation constraints and (2) camera control constraints. The former are derived to guarantee sufficiently high resolution object observation and the latter to realize sufficiently fast camera control for the cell switching.

However, since it limits observable object surface areas, the trade-off with the second requirement must be solved in the 3D video studio design. These three requirements set the design principles of the 3D video studio development and constrain the capture space where an object can move. This is mainly because the mutually contradicting requirements 2 and 3 above should be compromised with a limited number of cameras. 5, and Fig. 4, the capture spaces of our 3D video studios are constrained within rather small 3D spaces, which prevents 3D video production of sports actions like ice skating and gymnastics.

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