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Quantifying Human Reconstruction Accuracy for Voxel Carving in a Sporting Environment

机译:量化在运动环境中体素雕刻的人体重建精度

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Whilst voxel carving approaches exist that allow non-invasive 3D human reconstruction, their performance is heavily dependent on the number of cameras used and the placement of these cameras around the subject. We present a technique to quantify the fall-off in accuracy of spatially carved volumetric representations of humans based on real world constraints. We describe an example of such a quantitative evaluation using a synthetic dataset of typical sports motion in a tennis court scenario, created using computer graphics techniques and motion capture data. Experiments are performed using a baseline voxel carving technique that includes player tracking, background subtraction and player voxel carving. This type of quantitative evaluation could be used by amateur sporting clubs without a sophisticated capture infrastructure to understand how best to instrument a camera network in order to obtain a good trade-off between reconstruction accuracy and installation cost.
机译:尽管存在允许非侵入式3D人体重建的体素雕刻方法,但其性能在很大程度上取决于所用摄像头的数量以及这些摄像头在对象周围的位置。我们提出了一种技术,可以根据现实世界中的限制条件量化人类在空间上雕刻的体积表示的准确性下降。我们描述了使用计算机图形技术和运动捕捉数据创建的,使用网球场中典型运动运动的合成数据集进行这种定量评估的示例。使用基线体素雕刻技术执行实验,该技术包括玩家跟踪,背景减法和玩家体素雕刻。业余运动俱乐部可以使用这种类型的定量评估,而无需复杂的捕获基础结构来了解如何最佳地装备摄像机网络,以便在重建精度和安装成本之间取得良好的平衡。

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