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segmentation are supported; Green screening according to Eq. 6.1 , where R I i ,
G I i ,
and B I i are the red, green, and blue components of I i . For clarity the pixel location
(
x
,
y
)
has been omitted.
1
:
G I i g · (
R I i +
G I i +
B I i )
S i =
(6.1)
0
:
G I i ˄ g · (
R I i +
G I i +
B I i )
The second method is able to subtract a real-life background [ 18 ] according to
Eq. 6.2 , where I B i is the static background picture and
˄ a are experimentally
determined thresholds which are subjected to parameter fine tuning. For shadow
removal, the cosine of the angle I i I B i between the color component vectors of the
image pixel I i (
˄ g ,
˄ f ,
˄ b ,
is determined. As a
final step, the silhouette is further enhanced by a single erosion and dilation [ 30 ].
x
,
y
)
and the static background pixel I B i (
x
,
y
)
I i
I B i f
:
1
or
I i
I B i ˄ b
( I i I B i ) ˄ a
and cos
I i
I B i b
S i =
(6.2)
0
:
or
I i
I B i ˄ f
( I i I B i )>˄ a
and cos
Both methods are evaluated on a pixel basis and require very little processing
power, while still being robust against moderate illumination changes.
6.3.2 View Interpolation
To interpolate the desired viewpoint, we adopt and slightly modify a plane sweeping
approach based on the method of [ 32 ]. As depicted in Fig. 6.7 a, the 3D space is
discretized into M planes
parallel to the image plane of the virtual
camera C v . For each plane D j , every pixel f v of the virtual camera image I v is
backprojected on the plane D j by Eq. 6.3 , and reprojected to the input images I i
according to Eq. 6.4 . Here, T j is a translation and scaling matrix that defines the
depth and extent of the plane D j in world space. The relationship between these
coordinate spaces is represented in Fig. 6.7 b.
{
D 1 ,...,
D M }
V 1
v
P 1
v
f
=
×
×
T j ×
f v
(6.3)
f i =
P i ×
V i ×
f
(6.4)
Points on the plane D j that project outside a foreground silhouette in at least one
of the input images, are immediately rejected—e.g., point g in Fig. 6.7 a—and all
further operations are automatically discarded by the GPU hardware. This provides
a means to lever both speed and quality because noise in the segmentation masks
will, with a high probability, not be available in all N cameras. Otherwise, the mean
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