We introduce GS-SFS, a method that utilizes a camera array with wide baselines for high-quality multiple human mesh reconstruction in large-scale sports scenes. Traditional human reconstruction methods in sports scenes, such as Shape-from-Silhouette (SFS), struggle with sparse camera setups and small human targets, making it challenging to obtain complete and accurate human representations. Despite advances in differentiable rendering, including 3D Gaussian Splatting (3DGS), which can produce photorealistic novel-view renderings with dense inputs, accurate depiction of surfaces and generation of detailed meshes is still challenging. Our approach uniquely combines 3DGS's view synthesis with an optimized SFS method, thereby significantly enhancing the quality of multiperson mesh reconstruction in large-scale sports scenes. Specifically, we introduce body shape priors, including the human surface point clouds extracted through SFS and human silhouettes, to constrain 3DGS to a more accurate representation of the human body only. Then, we develop an improved mesh reconstruction method based on SFS, mainly by adding additional viewpoints through 3DGS and obtaining a more accurate surface to achieve higher-quality reconstruction models. We implement a highdensity scene resampling strategy based on spherical sampling of human bounding boxes and render new perspectives using 3D Gaussian Splatting to create precise and dense multi-view human silhouettes. During mesh reconstruction, we integrate the human body's 2D Signed Distance Function (SDF) into the computation of the SFS's implicit surface field, resulting in smoother and more accurate surfaces. Moreover, we enhance mesh texture mapping by blending original and rendered images with different weights, preserving high-quality textures while compensating for missing details. The experimental results from real basketball game scenarios demonstrate the significant improvements of our approach for multiple human body model reconstruction in complex sports settings
25 December 2023 in IEEE Transactions on Instrumentation and Measurement
Estimating the 3D human poses of multiple individuals using multiple cameras is a significant research topic within the field of vision-based measurement. Contrary to the classical outside-in camera capture system, the inside-out panoramic camera capture system can cover larger scenes with fewer cameras for 3D human pose estimation. This advancement extends the application of 3D human pose measurement beyond small spaces like motion capture studios. For example, this approach can be utilized for intelligent security surveillance in broad outdoor squares or capturing athletes’ movements in large-scale sports scenes. However, existing inside-out 3D human pose estimation methods that utilize panoramic cameras encounter challenges, particularly in multi-person occlusion scenarios. Aimed at these problems, this paper presents a novel inside-out multi-person 3D human pose estimation method using just a few calibrated panoramic cameras. Specifically, we first propose a cross-view multi-person matching algorithm based on panoramic camera epipolar geometry constraint to improve human body matching robustness across viewpoints. Then, we take advantage of multiple panoramic cameras and introduce a multi-view human pose clustering and fusion algorithm to improve the average recall of 3D human pose estimation. In addition, we propose a multi-view human pose nonlinear optimization algorithm to jointly optimize the weighted reprojection errors of estimated 3D human poses, which can further improve the average precision. We have conducted extensive experiments on the public Panoptic Studio dataset and self-built real and simulated datasets to demonstrate that our method can inside-out estimate 3D human poses using multiple panoramic cameras. Compared to state-of-the-art methods, the 3D human pose omission is greatly reduced through the complementarity of multiple cameras, and the precision of 3D human pose estimation is largely improved by utilizing multi-camera observation information.
Bullet-time videos have been widely used in movies, TV advertisements, and computer games, and can produce an immersive and smooth orbital free-viewpoint of frozen action. However, existing bullet-time video synthesis methods remain challenging in practical applications, especially in complex situations with poor camera calibration and a variety of camera array structures. This paper proposes a novel bullet-time video synthesis method based on a virtual dynamic target axis. We adopt an image similarity transformation strategy to eliminate image distortion in the bullet-time video. We use a high-order polynomial curve fitting strategy to reserve more bullet-time video frame content. The proposed dynamic target axis strategy can support various camera array structures, including camera arrays with and without a common field of view. In addition, this strategy can also tolerate poor camera calibration situations with unevenly distributed reprojection errors to some extent and synthesize smooth bullet-time videos without high-precision camera calibration. Qualitative and quantitative experiments in real environments and on simulation platforms demonstrate the high performance of our bullet-time video synthesis method. Compared with the state-of-the-art methods, the proposed method shows superiority.
Multicamera calibration is an important technique for generating free-view video. By arranging multiple cameras in a scene after camera calibration and image processing, a multidimensional viewing experience can be presented to the audience. To address the problem that low texture cannot be robustly self-calibrated in common sports scenes when placing artificial markers or towers in the calibration process is impractical, this article proposes a robust multicamera calibration method based on sequence feature matching and fusion. Additionally, to validate the effectiveness of the proposed calibration algorithm, a virtual axis fast bullet-time synthesis algorithm is proposed for generating a free-view video. First, camera self-calibration is performed in low-texture situations by fusing dynamic objects in time series to enrich geometric constraints in scenes without the use of calibration panels or additional artificial markers. Second, a virtual-axis bullet-time video synthesis method based on the calibration result is proposed. In the calibrated multicamera scenario, a fast bullet-time video is generated by constructing a virtual axis. Qualitative and quantitative experiments in comparison with a state-of-the-art calibration method demonstrate the validity and robustness of the proposed calibration algorithm for free-view video synthesis tasks.
Free-viewpoint video allows the user to view objects from any virtual perspective, creating an immersive visual experience. This technology enhances the interactivity and freedom of multimedia performances. However, many free-viewpoint video synthesis methods hardly satisfy the requirement to work in real time with high precision, particularly for sports fields having large areas and numerous moving objects. To address these issues, we propose a free-viewpoint video synthesis method based on distance field acceleration. The central idea is to fuse multi-view distance field information and use it to adjust the search step size adaptively. Adaptive step size search is used in two ways: for fast estimation of multi-object three-dimensional surfaces, and synthetic view rendering based on global occlusion judgement. We have implemented our ideas using parallel computing for interactive display, using CUDA and OpenGL frameworks, and have used real-world and simulated experimental datasets for evaluation. The results show that the proposed method can render free-viewpoint videos with multiple objects on large sports fields at 25 fps. Furthermore, the visual quality of our synthetic novel viewpoint images exceeds that of state-of-the-art neural-rendering-based methods.
20 December 2024 in IEEE Transactions on Circuits and Systems for Video Technology
In this paper, we present an end-to-end holographic video conferencing system that enables real-time high-quality free-viewpoint rendering of participants in different spatial regions, placing them in a unified virtual space for a more immersive display. Our system offers a cost-effective, complete holographic conferencing process, including multiview 3D data capture, RGB-D stream compression and transmission, high-quality rendering, and immersive display. It employs a sparse set of commodity RGB-D cameras that capture 3D geometric and textural information. We then remotely transmit color and depth maps via standard video encoding and transmission protocols. We propose a GPU-parallelized rendering pipeline based on an image-based virtual view synthesis algorithm to achieve real-time and high-quality scene rendering. This algorithm uses an on-the-fly Truncated Signed Distance Function (TSDF) approach, which marches along virtual rays within a computed precise search interval to determine surface intersections. We then design a multiweight projective texture mapping method to fuse color information from multiple views. Furthermore, we introduce a method that uses a depth confidence map to weight the rendering results from different views, which mitigates the impact of sensor noise and inaccurate measurements on the rendering results. Finally, our system places conference participants from different spaces into a virtual conference environment with a global coordinate system through coordinate transformation, which simulates a real conference scene in physical space, providing an immersive remote conferencing experience. Experimental evaluations confirm our system’s real-time, low-latency, high-quality, and immersive capabilities.