Lag Camera: A Moving Multi-Camera Array for Scene-Acquisition
D. Aliaga, Y. Xu, и V. Popescu. Journal of Virtual Reality and Broadcasting, (декабря 2006)ISSN 1860-2037.
Аннотация
Many applications, such as telepresence, virtual reality, and interactive walkthroughs, require a three-dimensional (3D)model of real-world environments. Methods, such as lightfields, geometric reconstruction and computer vision use cameras to acquire visual samples of the environment and construct a model. Unfortunately, obtaining models of real-world locations is a challenging task. In particular, important environments are often actively in use, containing moving objects, such as people entering and leaving the scene. The methods previously listed have difficulty in capturing the color and structure of the environment while in the presence of moving and temporary occluders. We describe a class of cameras called lag cameras. The main concept is to generalize a camera to take samples over space and time. Such a camera, can easily and interactively detect moving objects while continuously moving through the environment. Moreover, since both the lag camera and occluder are moving, the scene behind the occluder is captured by the lag camera even from viewpoints where the occluder lies in between the lag camera and the hidden scene. We demonstrate an implementation of a lag camera, complete with analysis and captured environments.
%0 Journal Article
%1 axp06
%A Aliaga, Daniel G.
%A Xu, Yi
%A Popescu, Voicu
%D 2006
%E Herder, Jens
%J Journal of Virtual Reality and Broadcasting
%K 2006 3(2006)10 3.2006 Camera_Clusters Computer_Graphics DiPP Digital_Peer_Publishing_License Foreground_Object_Removal GRAPP JVRB Journal_of_Virtual_Reality_and_Broadcasting Lightfields Lumigraphs Peer-Reviewed Space-time_Stereo Telepresence [AXP06]
%N 10
%T Lag Camera: A Moving Multi-Camera Array for Scene-Acquisition
%U urn:nbn:de:0009-6-8204
%V 3
%X Many applications, such as telepresence, virtual reality, and interactive walkthroughs, require a three-dimensional (3D)model of real-world environments. Methods, such as lightfields, geometric reconstruction and computer vision use cameras to acquire visual samples of the environment and construct a model. Unfortunately, obtaining models of real-world locations is a challenging task. In particular, important environments are often actively in use, containing moving objects, such as people entering and leaving the scene. The methods previously listed have difficulty in capturing the color and structure of the environment while in the presence of moving and temporary occluders. We describe a class of cameras called lag cameras. The main concept is to generalize a camera to take samples over space and time. Such a camera, can easily and interactively detect moving objects while continuously moving through the environment. Moreover, since both the lag camera and occluder are moving, the scene behind the occluder is captured by the lag camera even from viewpoints where the occluder lies in between the lag camera and the hidden scene. We demonstrate an implementation of a lag camera, complete with analysis and captured environments.
@article{axp06,
abstract = {Many applications, such as telepresence, virtual reality, and interactive walkthroughs, require a three-dimensional (3D)model of real-world environments. Methods, such as lightfields, geometric reconstruction and computer vision use cameras to acquire visual samples of the environment and construct a model. Unfortunately, obtaining models of real-world locations is a challenging task. In particular, important environments are often actively in use, containing moving objects, such as people entering and leaving the scene. The methods previously listed have difficulty in capturing the color and structure of the environment while in the presence of moving and temporary occluders. We describe a class of cameras called lag cameras. The main concept is to generalize a camera to take samples over space and time. Such a camera, can easily and interactively detect moving objects while continuously moving through the environment. Moreover, since both the lag camera and occluder are moving, the scene behind the occluder is captured by the lag camera even from viewpoints where the occluder lies in between the lag camera and the hidden scene. We demonstrate an implementation of a lag camera, complete with analysis and captured environments.},
added-at = {2007-10-23T10:29:02.000+0200},
author = {Aliaga, Daniel G. and Xu, Yi and Popescu, Voicu},
biburl = {https://www.bibsonomy.org/bibtex/2017c257edb6db85edb940b1ac3bddd99/jvrb_regulski},
editor = {Herder, Jens},
interhash = {f851ba11ac5746b8afb7705dc5ca7e09},
intrahash = {017c257edb6db85edb940b1ac3bddd99},
journal = {Journal of Virtual Reality and Broadcasting},
keywords = {2006 3(2006)10 3.2006 Camera_Clusters Computer_Graphics DiPP Digital_Peer_Publishing_License Foreground_Object_Removal GRAPP JVRB Journal_of_Virtual_Reality_and_Broadcasting Lightfields Lumigraphs Peer-Reviewed Space-time_Stereo Telepresence [AXP06]},
month = dec,
note = {ISSN 1860-2037},
number = 10,
timestamp = {2007-10-23T10:29:02.000+0200},
title = {Lag Camera: A Moving Multi-Camera Array for Scene-Acquisition},
url = {urn:nbn:de:0009-6-8204},
volume = 3,
year = 2006
}