论文标题

在大规模环境中,有效的3D重建,静态和动态场景零件的流式和动态场景部分的流式传输和可视化

Efficient 3D Reconstruction, Streaming and Visualization of Static and Dynamic Scene Parts for Multi-client Live-telepresence in Large-scale Environments

论文作者

Van Holland, Leif, Stotko, Patrick, Krumpen, Stefan, Klein, Reinhard, Weinmann, Michael

论文摘要

尽管电视系统对具有静态和动态场景实体的房间尺度场景取得了令人印象深刻的进展,但将其功能扩展到具有较大动态环境的场景,超出了几个平方米的固定尺寸,仍然具有挑战性。 在本文中,我们旨在在室内大规模环境中共享3D实时审议的体验,其静态和动态场景实体在实用的带宽要求下仅基于单个移动的消费者级RGB-D相机,仅基于轻巧的场景捕获。为此,我们提出了一个系统,该系统是建立在一种新型混合体积的场景表示的基础上,这是基于体素的场景表示静态内容的组合,不仅存储了重建的重建表面几何形状,而且还包含有关对象语义的信息,而且还包含有关对象语义的信息,以及它们基于时间的启动的动态动态,以及在某些情况下的表现,并且在某些情况下进行了分离,这是一个分离的范围,并且在某些情况下进行了分离,并且既定的场景均具有分离的范围。为输入帧提取。通过静态和动态内容的独立而同时流的流媒体,我们无缝地整合了静态模型中的潜在移动但目前静态场景实体,直到它们再次变得动态性,以及远程客户端对静态和动态数据的融合,我们的系统能够以接近实时的实时速度实现基于VR的实时率。我们的评估证明了我们在视觉质量,性能和消融研究方面对涉及设计选择的潜力。

Despite the impressive progress of telepresence systems for room-scale scenes with static and dynamic scene entities, expanding their capabilities to scenarios with larger dynamic environments beyond a fixed size of a few square-meters remains challenging. In this paper, we aim at sharing 3D live-telepresence experiences in large-scale environments beyond room scale with both static and dynamic scene entities at practical bandwidth requirements only based on light-weight scene capture with a single moving consumer-grade RGB-D camera. To this end, we present a system which is built upon a novel hybrid volumetric scene representation in terms of the combination of a voxel-based scene representation for the static contents, that not only stores the reconstructed surface geometry but also contains information about the object semantics as well as their accumulated dynamic movement over time, and a point-cloud-based representation for dynamic scene parts, where the respective separation from static parts is achieved based on semantic and instance information extracted for the input frames. With an independent yet simultaneous streaming of both static and dynamic content, where we seamlessly integrate potentially moving but currently static scene entities in the static model until they are becoming dynamic again, as well as the fusion of static and dynamic data at the remote client, our system is able to achieve VR-based live-telepresence at close to real-time rates. Our evaluation demonstrates the potential of our novel approach in terms of visual quality, performance, and ablation studies regarding involved design choices.

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