We envision a convenient telepresence system available to users anywhere, anytime. Such a system requires displays and sensors embedded in commonly worn items such as eyeglasses, wristwatches, and shoes. To that end, we present a standalone real-time system for the dynamic 3D capture of a person, relying only on cameras embedded into a head-worn device, and on Inertial Measurement Units (IMUs) worn on the wrists and ankles. Our prototype system egocentrically reconstructs the wearer's motion via learning-based pose estimation, which fuses inputs from visual and inertial sensors that complement each other, overcoming challenges such as inconsistent limb visibility in head-worn views, as well as pose ambiguity from sparse IMUs. The estimated pose is continuously re-targeted to a prescanned surface model, resulting in a high-fidelity 3D reconstruction. We demonstrate our system by reconstructing various human body movements and show that our visual-inertial learning-based method, which runs in real time, outperforms both visual-only and inertial-only approaches. We captured an egocentric visual-inertial 3D human pose dataset publicly available at https://sites.google.com/site/youngwooncha/egovip for training and evaluating similar methods.
This paper presents the implementation and evaluation of a 50,000-pose-sample-per-second, 6-degree-of-freedom optical head tracking instrument with motion-to-pose latency of <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$28\mu\mathrm{s}$</tex-math><alternatives><graphic orientation="portrait" position="float" xlink:href="25tvcg05-blate-2899233-eqinline-2-small.tif"/></alternatives></inline-formula> and dynamic precision of 1–2 arcminutes. The instrument uses high-intensity infrared emitters and two duo-lateral photodiode-based optical sensors to triangulate pose. This instrument serves two purposes: it is the first step towards the requisite head tracking component in sub- <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$100\mu\mathrm{s}$</tex-math><alternatives><graphic orientation="portrait" position="float" xlink:href="25tvcg05-blate-2899233-eqinline-3-small.tif"/></alternatives></inline-formula> motion-to-photon latency optical see-through augmented reality (OST AR) head-mounted display (HMD) systems; and it enables new avenues of research into human visual perception – including measuring the thresholds for perceptible real-virtual displacement during head rotation and other human research requiring high-sample-rate motion tracking. The instrument's tracking volume is limited to about <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$120\times 120\times 250$</tex-math><alternatives><graphic orientation="portrait" position="float" xlink:href="25tvcg05-blate-2899233-eqinline-4-small.tif"/></alternatives></inline-formula> but allows for the full range of natural head rotation and is sufficient for research involving seated users. We discuss how the instrument's tracking volume is scalable in multiple ways and some of the trade-offs involved therein. Finally, we introduce a novel laser-pointer-based measurement technique for assessing the instrument's tracking latency and repeatability. We show that the instrument's motion-to-pose latency is <inline-formula xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink"><tex-math notation="LaTeX">$28\mu\mathrm{s}$</tex-math><alternatives><graphic orientation="portrait" position="float" xlink:href="25tvcg05-blate-2899233-eqinline-5-small.tif"/></alternatives></inline-formula> and that it is repeatable within 1–2 arcminutes at mean rotational velocities (yaw) in excess of 500°/sec.
This paper presents the implementation and evaluation of a 50,000-pose-sample-per-second, 6-degree-of-freedom optical head tracking instrument with motion-to-pose latency of 28μs and dynamic precision of 1-2 arcminutes. The instrument uses high-intensity infrared emitters and two duo-lateral photodiode-based optical sensors to triangulate pose. This instrument serves two purposes: it is the first step towards the requisite head tracking component in sub- 100μs motion-to-photon latency optical see-through augmented reality (OST AR) head-mounted display (HMD) systems; and it enables new avenues of research into human visual perception - including measuring the thresholds for perceptible real-virtual displacement during head rotation and other human research requiring high-sample-rate motion tracking. The instrument's tracking volume is limited to about 120×120×250 but allows for the full range of natural head rotation and is sufficient for research involving seated users. We discuss how the instrument's tracking volume is scalable in multiple ways and some of the trade-offs involved therein. Finally, we introduce a novel laser-pointer-based measurement technique for assessing the instrument's tracking latency and repeatability. We show that the instrument's motion-to-pose latency is 28μs and that it is repeatable within 1-2 arcminutes at mean rotational velocities (yaw) in excess of 500°/sec.
A novel and efficient 3D calibration method for different types of autostereoscopic multi-view 3D displays is presented in this paper. In our method, a camera is placed at different locations within the viewing volume of a 3D display to capture a series of images that relate to the subset of light rays emitted by the 3D display and arriving at each of the camera positions. Gray code patterns modulate the images shown on the 3D display, helping to significantly reduce the number of images captured by the camera and thereby accelerate the process of calculating the correspondence relationship between the pixels on the 3D display and the locations of the capturing camera. The proposed calibration method has been successfully tested on two different types of multi-view 3D displays and can be easily generalized for calibrating other types of such displays. The experimental results show that this novel 3D calibration method can also be used to improve the image quality by reducing the frequently observed crosstalk that typically exists when multiple users are simultaneously viewing multi-view 3D displays from a range of viewing positions.
We propose a new approach for 3D reconstruction of dynamic indoor and outdoor scenes in everyday environments, leveraging only cameras worn by a user. This approach allows 3D reconstruction of experiences at any location and virtual tours from anywhere. The key innovation of the proposed ego-centric reconstruction system is to capture the wearer's body pose and facial expression from near-body views, e.g. cameras on the user's glasses, and to capture the surrounding environment using outward-facing views. The main challenge of the ego-centric reconstruction, however, is the poor coverage of the near-body views - that is, the user's body and face are observed from vantage points that are convenient for wear but inconvenient for capture. To overcome these challenges, we propose a parametric-model-based approach to user motion estimation. This approach utilizes convolutional neural networks (CNNs) for near-view body pose estimation, and we introduce a CNN-based approach for facial expression estimation that combines audio and video. For each time-point during capture, the intermediate model-based reconstructions from these systems are used to re-target a high-fidelity pre-scanned model of the user. We demonstrate that the proposed self-sufficient, head-worn capture system is capable of reconstructing the wearer's movements and their surrounding environment in both indoor and outdoor situations without any additional views. As a proof of concept, we show how the resulting 3D-plus-time reconstruction can be immersively experienced within a virtual reality system (e.g., the HTC Vive). We expect that the size of the proposed egocentric capture-and-reconstruction system will eventually be reduced to fit within future AR glasses, and will be widely useful for immersive 3D telepresence, virtual tours, and general use-anywhere 3D content creation.
For generalized augmented reality to be feasible, the augmenting elements must be visible in varied environments and under rapidly changing, high dynamic range lighting, from bright sunlight to deep shadows. We present a high dynamic range, optical see-through, augmented reality display that dynamically adjusts the brightness of the virtual imagery to match the current brightness of the real scene. Critical components include the spatial brightness sensor array and the positional brightness image intensity matcher. The color, scene-adaptive HDR display system is based on a high-rate (15 kHz) DMD projector using a high-speed RGB LED illuminator, each color with independent 16 bit intensity control for each binary DMD frame. The critical input to the intensity matching algorithm is the output of an array of high sensitivity light sensors. This paper discusses the implementation of the system and reports performance via still and video demonstrations under a variety of lighting conditions.
This paper introduces a computer-based system that is designed to record a surgical procedure with multiple depth cameras and reconstruct in three dimensions the dynamic geometry of the actions and events that occur during the procedure. The resulting 3D-plus-time data takes the form of dynamic, textured geometry and can be immersively examined at a later time; equipped with a Virtual Reality headset such as Oculus Rift DK2, a user can walk around the reconstruction of the procedure room while controlling playback of the recorded surgical procedure with simple VCR-like controls (play, pause, rewind, fast forward). The reconstruction can be annotated in space and time to provide more information of the scene to users. We expect such a system to be useful in applications such as training of medical students and nurses.
In this paper we propose a general-purpose telepresence system design that can be adapted to a wide range of scenarios and present a framework for a proof-of-concept prototype. The prototype system allows users to see remote participants and their surroundings merged into the local environment through the use of an optical see-through head-worn display. Real-time 3D acquisition and head tracking allows the remote imagery to be seen from the correct point of view and with proper occlusion. A projector-based lighting control system permits the remote imagery to appear bright and opaque even in a lit room. Immersion can be adjusted across the VR continuum. Our approach relies only on commodity hardware; we also experiment with wider field of view custom displays.
In Virtual Environments (VE), users are often facing tasks that involve direct manipulation of virtual objects at close distances, such as touching, grabbing, placement. In immersive systems that employ head-mounted displays these tasks could be quite challenging, due to lack of convergence of virtual cameras. We present a mechanism that dynamically converges left and right cameras on target objects in VE. This mechanism simulates the natural process that takes place in real life automatically. As a result, the rendering system maintains optimal conditions for stereoscopic viewing of target objects at varying depths, in real time. Building on our previous work, which introduced the eye convergence algorithm [Sherstyuk and State 2010], we developed a Virtual Reality (VR) system and conducted an experimental study on effects of eye convergence in immersive VE. This paper gives the full description of the system, the study design and a detailed analysis of the results obtained.
Applications such as telepresence and training involve the display of real or synthetic humans to multiple viewers. When attempting to render the humans with conventional displays, non-verbal cues such as head pose, gaze direction, body posture, and facial expression are difficult to convey correctly to all viewers. In addition, a framed image of a human conveys only a limited physical sense of presence-primarily through the display's location. While progress continues on articulated robots that mimic humans, the focus has been on the motion and behavior of the robots rather than on their appearance. We introduce a new approach for robotic avatars of real people: the use of cameras and projectors to capture and map both the dynamic motion and the appearance of a real person onto a humanoid animatronic model. We call these devices animatronic Shader Lamps Avatars (SLA). We present a proof-of-concept prototype comprised of a camera, a tracking system, a digital projector, and a life-sized styrofoam head mounted on a pan-tilt unit. The system captures imagery of a moving, talking user and maps the appearance and motion onto the animatronic SLA, delivering a dynamic, real-time representation of the user to multiple viewers.
PURPOSE:To develop a consistent and reproducible method in an animal model for studies of radiofrequency (RF) ablation of primary hepatocellular carcinoma (HCC). MATERIALS AND METHODS:Fifteen woodchucks were inoculated with woodchuck hepatitis virus (WHV) to establish chronic infections. When serum γ-glutamyl transpeptidase levels became elevated, the animals were evaluated with ultrasound, and, in most cases, preoperative magnetic resonance (MR) imaging to confirm tumor development. Ultimately, RF ablation of tumors was performed by using a 1-cm probe with the animal submerged in a water bath for grounding. Ablation effectiveness was evaluated with contrast-enhanced MR imaging and gross and histopathologic analysis. RESULTS:RF ablation was performed in 15 woodchucks. Modifications were made to the initial study design to adapt methodology for the woodchuck. The last 10 of these animals were treated with a standardized protocol using a 1-cm probe that produced a consistent area of tumor necrosis (mean size of ablation, 10.2 mm × 13.1 mm) and led to no complications. CONCLUSIONS:A safe, reliable and consistent method was developed to study RF ablation of spontaneous primary HCC using chronically WHV-infected woodchucks, an animal model of hepatitis B virus-induced HCC.
Two-dimensional (2D) video-based telemedical consultation has been explored widely in the past 15–20 years. Two issues that seem to arise in most relevant case studies are the difficulty associated with obtaining the desired 2D camera views, and poor depth perception. To address these problems we are exploring the use of a small array of cameras to synthesize a spatially continuous range of dynamic three-dimensional (3D) views of a remote environment and events. The 3D views can be sent across wired or wireless networks to remote viewers with fixed displays or mobile devices such as a personal digital assistant (PDA). The viewpoints could be specified manually or automatically via user head or PDA tracking, giving the remote viewer virtual heador hand-slaved (PDA-based) remote cameras for mono or stereo viewing. We call this idea remote 3D medical consultation (3DMC). In this article we motivate and explain the vision for 3D medical G. Welch (B), H. Fuchs, K.M.-Patel, A. State, H. Towles, A. Ilie, and S. Krishnan The Department of Computer Science, The University of North Carolina at Chapel Hill, Campus Box 3175, Chapel Hill, North Carolina 27599-3175, USA e-mail: welch@cs.unc.edu, fuchs@cs.unc.edu, kmp@cs.unc.edu, andrei@cs.unc.edu, herman@cs.unc.edu, adyilie@cs.unc.edu, krishnan@cs.unc.edu D.H. Sonnenwald School of Information and Library Studies, University College Dublin, Belfeild, Dublin 4, Ireland e-mail: Diane.Sonnenwald@ucd.ie B. Cairns, M.D. The Department of Surgery, The University of North Carolina at Chapel Hill, Campus Box 7228, Chapel Hill, North Carolina 27599-7228, USA e-mail: bruce cairns@med.unc.edu R. Yang The Department of Computer Science, The University of Kentucky, 232 Hardymon Building, Lexington, Kentucky 40506-0195, USA e-mail: ryang@cs.uky.edu H.M. Söderholm The Swedish School of Library and Information Science, Göteborg University and the University College of Borås, 50190 Borås, Sweden e-mail: Hanna.Maurin@hb.se S. Coquillart et al. (eds.), Virtual Realities, DOI 10.1007/978-3-211-99178-7 8, c Springer-Verlag/Wien 2011 139
G. Welch合作论文数University of North Carolina at Chapel Hill
Department of Computer Science13
Kurtis Keller合作论文数UNC-Chapel Hill
Computer Science Department
Applied Research Laboratory9
Adrian Ilie合作论文数University of North Carolina at Chapel Hill Computer Science Department8
Montek Singh合作论文数Department of Computer Science, College of Arts and Sciences, The University of North Carolina at Chapel Hill4
Mary Whitton合作论文数The University of North Carolina3