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Large scale visualization of virtual movie sets for performance capture actors

机译:用于性能捕获演员的虚拟电影集的大规模可视化

摘要

In recent years, motion capture technology has found extensive applications in movie and video game production. In many cases, the actor is not merely overlaid into a virtual scene, but has to interact with purely virtual 3D content. Commercial motion capture systems are able to provide reasonable real-time visualization of the virtual scene to the director and cameraman (with the help of different virtual camera systems), but unfortunately, not to the actor. Therefore, a proper visualization of virtual scenes for the actor becomes an important issue.In the thesis, the problem of providing a proper visualization of virtual content to the actor in the motion capture studio without confining him/her with additional peripherals like VR glasses, is addressed. The main objective is to develop a projection based CAVE-like system that provides the actor a proper visualization of the virtual content. As the actor moves through the motion capture volume, the images shown on the walls are adapted to the viewer location such that the viewer receives the intended image regardless of the relative pose of the visualization surfaces. The location and orientation of the viewer result in constant recalculation of the projected sampling grid, which causes a non-uniform sampling pattern and drastic changes in sampling rate. Here we observe and compare the ways to overcome the consequent problems in regular-to-irregular resampling and aliasing, and propose a method to objectively evaluate the quality of the geometry compensation.The outcomes of the work are: a procedure for image geometry correction in a CAVE-like system, a simulation model of the CAVE-like system with the proposed geometry correction technique, a regular-to-irregular re-sampling along with adaptive anti-aliasing method, a method for re-sampling and anti-aliasing as a problem of leas-squared curve fitting with spline basis functions, and a method for performance evaluation of the proposed system, implemented in Matlab. The proposed image based rendering approach allows independence from the image source, in contrast to the existing conventional CAVE-like systems. Therefore, it is more universally applicable. The performance evaluation methods allows system testing and analysis.
机译:近年来,动作捕捉技术已经在电影和视频游戏制作中得到了广泛的应用。在许多情况下,演员不仅会叠加到虚拟场景中,而且还必须与纯虚拟3D内容进行交互。商业动作捕捉系统能够向导演和摄影师提供合理的虚拟场景实时可视化(借助于不同的虚拟相机系统),但不幸的是,不能为演员提供。因此,为演员提供合适的虚拟场景可视化成为一个重要的问题。在本文中,问题是在动作捕捉工作室中为演员提供合适的虚拟内容可视化效果,而又不局限于VR眼镜等其他外围设备,已解决。主要目的是开发一种基于投影的CAVE类系统,为演员提供虚拟内容的适当可视化。当演员在运动捕捉空间中移动时,显示在墙壁上的图像将适应观看者的位置,以使观看者可以接收到预期的图像,而与可视化表面的相对姿势无关。查看器的位置和方向导致对投影采样网格的不断重新计算,这会导致采样模式不均匀以及采样率发生剧烈变化。在这里,我们观察并比较了克服规则到不规则重采样和混叠中随之产生的问题的方法,并提出了一种客观地评估几何补偿质量的方法。工作的结果是:一个类CAVE的系统,一个具有拟议的几何校正技术的类CAVE的系统的仿真模型,一个规则到不规则的重采样以及自适应抗混叠方法,一种重采样和抗混叠的方法Matlab中实现的具有样条基函数的均方根曲线拟合问题以及所提出系统的性能评估方法。与现有的传统的类似CAVE的系统相比,基于图像的渲染方法可以独立于图像源。因此,它更普遍适用。性能评估方法可以进行系统测试和分析。

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    Shcherban Maria;

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  • 年度 2016
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