Teleimmersion System: Dr. Gregorij Kurillo
Teleimmersion System: Dr. Gregorij Kurillo
Teleimmersion System: Dr. Gregorij Kurillo
Contents
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Introduction Teleimmersion @ UCB Current problems Multi-stereo camera system Networking Rendering Conclusion
Teleimmersion
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Tele-Immersion is aimed to enable users in geographically distributed sites to collaborate in real time in a shared simulated environment as if they were in the same physical room Combines computer vision, graphics and network communications
What is Teleimmersion?
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Internet 2 3D scene
Internet 2 3D scene
site 1
site 3 site 2
Applications
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Collaborative work
3D CAD design Ergonomics Entertainment (games) Remote learning and training Coordination of activities (dancing, rehabilitation)
Measurement tool
3D motion capture of body segments Medicine & rehabilitation
Teleimmersion @ UCB
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CITRIS lab in Hearst Memorial Mining Building 360 degree stereo capturing Full-body 3D reconstruction Real-time data recording Real-time rendering Collaboration through internet II with UIUC
Teleimmersion @ UCB
TI-System
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48 cameras 12 stereo clusters 8 IR pattern projectors 4 microphones and 4 speakers 13 PC computers (2 or 4 CPUs, Windows XP) 2 projectors for passive stereo projection (using circular polarization) Real time rendering
3D Reconstruction
Image capture
(640x480)
Resize (320x240)
30 ms
Rectification
Background subtraction
15~20 ms
15~20 ms
Reconstruction
(Triangulation) Total: 130~180 ms
Background subtraction
Calibration
Missing data
Headaches
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Cameras producing a lot of noise (i.e. outliers) Poor reconstruction (e.g. holes, flickering) Small range of capturing Some cameras do not work properly Delays in data transfer
Cameras
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CCD Sensor
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1/3 Sony CCD with square pixels 60dB signal/noise ratio CCD noise has three major components*:
photon noise read noise fixed pattern noise
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100 dark images recorded with delay of 20ms Stability of background noise examined on 100 images recorded with delay of 1s
*G. Kamberova, R. Bajcsy, Sensor errors and the uncertainties in stereo reconstruction, in: K.W. Bowyer, P.J. Phillips, eds., Empirical Evaluation Techniques in Computer Vision, pp. 96-116. IEEE Computer Society Press, 1998.
5.86 5.85 5.84 5.83 5.82 5.81 5.8 0 100 200 Rows 300 400 500
20
40 frames
60
80
100
Camera 2
Camera 3
1 2 3 4 5 6 7 8 9 10 11 12
min max mean std min max mean std min max mean std 4 8 5.8753 0.0392 4 8 16 5.8852 0.0395 5.8830 0.0409 4 0 3 0.0003 0.0017 0 1 6 0.0000 0.0000 0 0.0001 0.0013 0 4 0.0046 0.0069 0 1 4 0.0001 0.0012 0 0.0004 0.0020 0 1 0.0003 0.0016 0 1 3 0.0000 0.0005 0 0.0004 0.0023 0 1 0.0037 0.0061 0 3 3 0.0033 0.0058 0 0.0109 0.0104 0 3 0.0000 0.0002 0 5 1 0.0000 0.0001 0 0.0000 0.0000 0 1 0.0011 0.0032 0 2 1 0.0034 0.0058 0 0.0028 0.0053 0 1 0.0000 0.0004 0 1 1 0.0001 0.0013 0 0.0002 0.0007 0 3 0.0022 0.0048 0 1 5 0.0019 0.0043 0 0.0006 0.0026 0 2 0.0027 0.0051 0 1 1 0.0032 0.0056 0 0.0050 0.0070 0 1 0.0000 0.0005 0 1 1 0.0004 0.0019 0 0.0003 0.0016 0 2 0.0130 0.0112 0 2 2 0.0133 0.0123 0 0.0120 0.0108
min ... minimal intensity value in the average of 100 dark images max ... maximal intensity value in the average of 100 dark images mean ... average intensity of 100 dark images std ... average per-pixel standard deviation of intensity of 100 dark images
Stereo Clusters
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12 camera clusters Trinocular stereo system + color camera on top Problem of point correspondence Optimization of viewing volume
P
x1
x0
x2
o1
o0
o2
x1
x0
x2
o1
o0
o2
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Optimized position of the cameras More robust structure Protection of camera circuit boards
Configuration of stereo clusters Volume coverage analysis Camera configuration analysis Re-arrange the cameras to increase coverage Solve existing problems of the ti-system Wide coverage of volume (e.g. for dancing)
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Camera Simulator
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Camera Arrangement
Before After
Lenses
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6mm lens
4mm lens
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Resized volume = decreased resolution of captured objects Use of wide angle lenses for lower body parts
Illumination
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Specular light creates problem with 3D reconstruction (correspondence of points!) Diffusive light needed to prevent shadows
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Illumination
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Lens aperture
Lights
Too bright
Too dark
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Lighting
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Diffused lights Daylight illumination brightline SeriesONE 1.1 Eight 55W 5600K lamps 2 ceiling fixtures 4 top-down fixtures 2 floor fixtures
Texture helps correlation Use of IR patterns to increase texture Colors that work well:
Skin colors Soft colors (e.g. yellow, pink, off-white)
Black or dark colors tend to blend with the background + less features extracted = poor 3D reconstruction
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Camera Calibration
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Tsai* camera calibration method Pinhole perspective projection model Two step calibration:
Intrinsic parameters (grid collection) Extrinsic parameters (LED point collection)
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* R.Y. Tsai,An Efficient and Accurate Camera Calibration Technique for 3D Machine Vision. Proceedings of IEEE Conference on Computer Vision and Pattern Recognition, Miami Beach, FL, pp. 364-374, 1986.
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Camera Model
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x ' = K 0 X = K 0 gX 0
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x = xd (1 + a1r 2 + a2 r 4 ) y = yd (1 + a1r 2 + a2 r 4 )
2 2 r 2 = xd + yd
Intrinsic Parameters
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Intrinsic Parameters (after 20 iterations): Focal Length: fc = [ 817.30967 817.05456 ] [ 0.29904 0.29325 ] Principal point: cc = [ 354.95341 280.30902 ] [ 0.00000 0.00000 ] Skew: alpha_c = [ 0.00000 ] [ 0.00000 ] Distortion: kc = [ -0.14879 0.00000 -0.00064 0.00582 0.00000 ] Pixel error: err = [ 0.11482 0.11512 ]
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Extrinsic Parameters
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Extrinsic Parameters (after 20 iterations): R0 = [-0.63760 -35.83037 1.04434] T0 = [949.62098 18.49745 645.78758] Rn = [-0.63783 -35.83675 1.04257] Tn = [949.80910 18.47836 645.91826]
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Depth error due to lens distortion Depth error due to non-parallel CCD to the lens plane:
Depth error due to the composition of calibration errors (position and rotation between cameras)
Relative roll: 1 0.05%, 2 0.1%, 3 0.70% Relative pitch: 1 0.05%, 2 0.2%, 3 0.75% Relative yaw: 1 1%, 2 30%, 3 45%
* W. Zhao, N. Nandhakumar, Effects of camera alignment errors on stereoscopic depth estimates, Pattern Recognition, vol. 29, pp. 2115-2126, 1996
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Improved Calibration
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Described calibration is very time-consuming Accuracy of the entire system depends on calibration of one camera Multi-camera self-calibration using only LED points (T. Svoboda, 2005*) Internal calibration of cameras inside clusters + calibration of clusters by known geometry (IR)
*T. Svoboda, D. Martinec, and T. Pajdla. A convenient multi-camera self-calibration for virtual environments. PRESENCE: Teleoperators and Virtual Environments, pp 407-422, 14(4), August 2005.
Networking
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Ability to send captured data through network in real time with minimum delays Provide reliable transfer of 3D data Transfer of 3D points not possible Compression and other transfer schemes used
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Data Capturing
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640x480 b&w and color images Raw data saved in run-lengthencoding (RLE) format Z-lib lossless compression Composed of packets whose size depends on the image coverage
Depth [2b]
G(reen) [1b]
R(ed) [1b]
Network Configuration
UCB RENDERER
Cam #1
UIUC RENDERER
Cam #1
Cam #2
Cam #2
Internet (TCP/IP)
Cam #12
100Mbit / 1 GBit
Cam #6 TRIGGER
TRIGGER
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One person, one minute, average of three trials One 3D stream for 320x240 (pixels/frame): 70 to 200 KB/s One TI site (10 3D Streams): 1,360 KB/s Most data comes through in one TCP/IP package
Average transfer speed during 1 minute trial (n=3)
250
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Networking Problems
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Current problems:
Each camera has to send data to multiple renderers = more traffic Reliability of connection Reliability of transfer speed
Internet (TCP/IP)
UCB GATEWAY 100Mbit / 1 GBit
Cam #1 Cam #1
UIUC GATEWAY
Cam #2
Cam #2
Cam #12
Cam #6 TRIGGER
TRIGGER
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Rendering
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3D graphic representation of captured data OpenGL-based application Renderer is a server, cameras are clients Real-time (10FPS) rendering of 75,000 3D points Different types of rendering:
Quads Splatting
Rendering
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Volume Rendering
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Quad rendering
Splatting
* M. Zwicker, H. Pfister, J. van Baar, M. Gross, Surface Splatting, Proceedings of SIGGRAPH 2001
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TI-Renderer
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Future improvements:
Faster rendering Import common 3D data files (e.g. OBJ, 3DS) Projection of the scene close to the user Use of hand as a user interface Gaze/face orientation tracking Scene-graph support for collaborative work
Tele-Immersive Dance
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Tai-Chi
Whys Part I
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Holes in reconstruction
Improper aperture of lenses Poor illumination Not enough texture Too dark materials
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Whys Part II
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Hiccups in rendering
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