We present an approach to capture the 3D motion of a group of people engaged in a social interaction, where inter-occlusions are frequent and functional. The Panoptic Studio is a system organized around the thesis that social interactions should be measured through the integration of perceptual analyses over a large variety of viewpoints. We present a modularized system designed around this principle, consisting of integrated structural, hardware, and software innovations. The system takes, as input, 480 synchronized video streams of multiple people engaged in social activities, and produces, as output, the labeled time-varying 3D structure of anatomical landmarks on individuals in the space. Our algorithm is designed to fuse the "weak" perceptual processes in the large number of views by progressively generating skeletal proposals from low-level appearance cues, and a framework for temporal refinement is also presented by associating body parts to reconstructed dense 3D trajectory stream. Our system and method are the first in reconstructing full body motion of more than five people engaged in social interactions without using markers. We also empirically demonstrate the impact of the number of views in achieving this goal.
Camera calibration plays a critical role in 3D computer vision tasks. The most commonly used calibration method utilizes a planar checkerboard and can be done nearly fully automatically. However, it requires the user to move either the camera or the checkerboard during the capture step. This manual operation is time consuming and makes the calibration results unstable. In order to solve the above problems caused by manual operation, this paper presents a full-automatic camera calibration method using a virtual pattern instead of a physical one. The virtual pattern is actively transformed and displayed on a screen so that the control points of the pattern can be uniformly observed in the camera view. The proposed method estimates the camera parameters from point correspondences between 2D image points and the virtual pattern. The camera and the screen are fixed during the whole process; therefore, the proposed method does not require any manual operations. Performance of the proposed method is evaluated through experiments on both synthetic and real data. Experimental results show that the proposed method can achieve stable results and its accuracy is comparable to the standard method by Zhang.
We present an approach to capture the 3D motion of a group of people engaged in a social interaction. The core challenges in capturing social interactions are: (1) occlusion is functional and frequent; (2) subtle motion needs to be measured over a space large enough to host a social group; (3) human appearance and configuration variation is immense; and (4) attaching markers to the body may prime the nature of interactions. The Panoptic Studio is a system organized around the thesis that social interactions should be measured through the integration of perceptual analyses over a large variety of view points. We present a modularized system designed around this principle, consisting of integrated structural, hardware, and software innovations. The system takes, as input, 480 synchronized video streams of multiple people engaged in social activities, and produces, as output, the labeled time-varying 3D structure of anatomical landmarks on individuals in the space. Our algorithm is designed to fuse the "weak" perceptual processes in the large number of views by progressively generating skeletal proposals from low-level appearance cues, and a framework for temporal refinement is also presented by associating body parts to reconstructed dense 3D trajectory stream. Our system and method are the first in reconstructing full body motion of more than five people engaged in social interactions without using markers. We also empirically demonstrate the impact of the number of views in achieving this goal.