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Robust motion flow for mesh tracking of freely moving actors

机译:鲁棒的运动流程,可自由跟踪演员​​的网格

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4D multi-view reconstruction of moving actors has many applications in the entertainment industry and although studios providing such services become more accessible, efforts have to be done in order to improve the underlying technology to produce high-quality 4D contents. In this paper, we present a method to derive a time-evolving surface representation from a sequence of binary volumetric data representing an arbitrary motion in order to introduce coherence in the data. The context is provided by an indoor multi-camera system which performs synchronized video captures from multiple viewpoints in a chroma-key studio. Our input is given by a volumetric silhouette-based reconstruction algorithm that generates a visual hull at each frame of the video sequence. These 3D volumetric models lack temporal coherence, in terms of structure and topology, as each frame is generated independently. This prevents an easy post-production editing with 3D animation tools. Our goal is to transform this input sequence of independent 3D volumes into a single dynamic structure, directly usable in post-production. Our approach is based on a motion estimation procedure. An unsigned distance function on the volumes is used as the main shape descriptor and a 3D surface matching algorithm minimizes the interference between unrelated surface regions. Experimental results, tested on our multi-view datasets, show that our method outperforms other approaches based on optical flow when considering robustness over several frames.
机译:运动演员的4D多视图重建在娱乐行业中具有许多应用,尽管提供此类服务的工作室变得更加容易访问,但仍必须努力以改进底层技术来生成高质量4D内容。在本文中,我们提出了一种方法,该方法可以从表示任意运动的二进制体数据序列中导出随时间变化的表面表示,以便在数据中引入连贯性。背景由室内多摄像机系统提供,该系统在色键工作室中从多个角度执行同步视频捕获。我们的输入由基于体积轮廓的重建算法提供,该算法在视频序列的每个帧处生成可视外壳。这些3D体积模型在结构和拓扑方面缺乏时间一致性,因为每个帧都是独立生成的。这将阻止使用3D动画工具轻松进行后期制作编辑。我们的目标是将独立3D体积的输入序列转换为可在后期制作中直接使用的单个动态结构。我们的方法基于运动估计程序。体上的无符号距离函数用作主要形状描述符,并且3D表面匹配算法将不相关的表面区域之间的干扰最小化。在我们的多视图数据集上进行的实验结果表明,在考虑多个帧的鲁棒性时,我们的方法优于基于光流的其他方法。

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