Surround Video / Spatial Media HP.
Synopsis:
We investigate how to represent dynamic hybrid video/geometric objects. Those are the core components to establish the foundations of interactive spatial media. In the forthcoming years, I expect that computational geometry, graphics and vision will intertwine further more as graphics, storage and network technologies improve at a faster pace than Moore's law.
We first considered the surround video object which can be used in applications either as is (the user chooses his point of view), in video games (backdrops, skyboxes), video-based lighting, security, net meeting, etc.
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Papers:
IEEE ITCC'02, International Conference on Information Technology: Coding and Computing, April 2002.
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Abstract:
We describe algorithms for authoring and viewing
high resolution immersive videos. Given a set of cameras designed to be aligned more or less at the same nodal point, we first present a process for stitching seamlessly synchronized\break streams of videos into a single immersive video corresponding to the video of the abstract multi-head camera. We describe a general registration technique onto geometric envelopes based on minimizing a novel appropriate objective function, and detail our compounded image synthesis algorithm of multi-head cameras. Several new environment maps with low discrepancy are presented. Finally, we give details on the viewer implementation. Experimental results on both immersive real and synthetic videos are shown.
IEEE CVPR 2001, International conference on Vision and Pattern Recognition, technical sketch, December 2001.
Sony Research Forum 2001, December 2001.
Sony CSL Technical Report, December 2000.
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(c) 2002 Sony Computer Science Laboratories.