<technical report>
Frame Rate Stabilization by Multi-Resolution Shape Reconstruction for Real-Time Free-viewpoint Video Generation

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Abstract 著者らは, 現実世界の対象を自由な視点から表示する自由視点映像のオンライン生成について研究を行っている.既存のシステムの処理は, 視体積交差法を用いた形状復元(ボクセル表現), ボクセル表現から三角パッチ表現への変換, 三角パッチの色付けの大きく3段階に分かれる.しかしこのシステムには, 対象物体の表面積が増加すると三角パッチの数が増加するため, 処理速度が低下してしまうという問題点があった.そこ...で, 本研究では形状復元時に空間解像度を対象にあわせて変化させ、多重解像度処理を行うことで, フレームレートを安定化させる手法を提案する.具体的には, 8分木を利用した視体積交差法によって空間解像度を徐々に上げながら形状復元を行い, 一定の時間が経過すると処理を打ち切ることにより空間解像度を可変にする.さらに, 多重解像度でのボクセル表現から三角パッチ表現への変換を行う.しかしながら, 単純に変換を行うと閉じた形状が得られず, 穴が開いてしまう.そこで本稿では, この穴をふさぐクラックパッチングの手法を提案し, 実験でこの手法により穴がふさがれていることを確認した.
Our research is aiming at real-time generation of a free-viewpoint video, which is a video from an arbitrary virtual viewpoint. The generating process is divided into three stages : 3D shape reconstruction by the visual cone intersection method, conversion of 3D shape representation from a voxel form into a triangular patch form, and coloring triangular patches. However, there is a problem that the frame rate decreases when the surface area of an object becomes larger since the processing time of the conversion and coloring depends on the number of triangular patches. Stability of the frame rate is essential for on-line distribution of a free-viewpoint video. To solve this problem, we propose a new method which flexibly varies the space resolution of the 3D shape reconstruction stage. In addition, the conversion of 3D shape representation from a voxel form into a triangular patch form is done in multi-resolution. However, we cannot get a closed surface in a simple conversion and this causes holes on a surface of the 3D shape. In this paper, we propose a crack patching method which close the holes and experimental results show that this crack patching can close the holes.
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Created Date 2009.04.22
Modified Date 2020.11.17

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