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Conference Paper

Free-Viewpoint Video of Human Actors

MPS-Authors
http://pubman.mpdl.mpg.de/cone/persons/resource/persons44222

Carranza,  Joel
Computer Graphics, MPI for Informatics, Max Planck Society;
Graphics - Optics - Vision, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45610

Theobalt,  Christian
Computer Graphics, MPI for Informatics, Max Planck Society;
Programming Logics, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons44965

Magnor,  Marcus
Graphics - Optics - Vision, MPI for Informatics, Max Planck Society;

http://pubman.mpdl.mpg.de/cone/persons/resource/persons45449

Seidel,  Hans-Peter
Computer Graphics, MPI for Informatics, Max Planck Society;

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Citation

Carranza, J., Theobalt, C., Magnor, M., & Seidel, H.-P. (2003). Free-Viewpoint Video of Human Actors. In Proceedings of ACM SIGGRAPH 2003 (SIGGRAPH-03) (pp. 569-577). New York, USA: ACM.


Cite as: http://hdl.handle.net/11858/00-001M-0000-000F-2D0D-C
Abstract
In free-viewpoint video, the viewer can interactively choose his viewpoint in \mbox{3-D} space to observe the action of a dynamic real-world scene from arbitrary perspectives. The human body and its motion plays a central role in most visual media and its structure can be exploited for robust motion estimation and efficient visualization. This paper describes a system that uses multi-view synchronized video footage of an actor's performance to estimate motion parameters and to interactively re-render the actor's appearance from any viewpoint. The actor's silhouettes are extracted from synchronized video frames via background segmentation and then used to determine a sequence of poses for a \mbox{3D} human body model. By employing multi-view texturing during rendering, time-dependent changes in the body surface are reproduced in high detail. The motion capture subsystem runs offline, is non-intrusive, yields robust motion parameter estimates, and can cope with a broad range of motion. The rendering subsystem runs at real-time frame rates using ubiquous graphics hardware, yielding a highly naturalistic impression of the actor. The actor can be placed in virtual environments to create composite dynamic scenes. Free-viewpoint video allows the creation of camera fly-throughs or viewing the action interactively from arbitrary perspectives.