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3D archive system for traditional performing arts: Application of 3D reconstruction method using graph-cuts

机译:传统表演艺术的3D存档系统:使用图割的3D重建方法的应用

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We developed a 3D archive system for Japanese traditional performing arts. The system generates sequences of 3D actor models of the performances from multi-view video by using a graph-cuts algorithm and stores them with CG background models and related information. The system can show a scene from any viewpoint as follows; the 3D actor model is integrated with the background model and the integrated model is projected to a viewpoint that the user indicates with a viewpoint controller. A challenge of generating the actor models is how to reconstruct thin or slender parts. Japanese traditional costumes for performances include slender parts such as long sleeves, fans and strings that may be manipulated during the performance. The graph-cuts algorithm is a powerful 3D reconstruction tool but it tends to cut off those parts because it uses an energy-minimization process. Hence, the search for a way to reconstruct such parts is important for us to preserve these arts for future generations. We therefore devised an adaptive erosion method that works on the visual hull and applied it to the graph-cuts algorithm to extract interior nodes in the thin parts and to prevent the thin parts from being cut off. Another tendency of the reconstruction method using the graph-cuts algorithm is over-shrinkage of the reconstructed models. This arises because the energy can also be reduced by cutting inside the true surface. To avoid this tendency, we applied a silhouette-rim constraint defined by the number of the silhouette-rims passing through each node. By applying the adaptive erosion process and the silhouette-rim constraint, we succeeded in constructing a virtual performance with costumes including thin parts. This paper presents the results of the 3D reconstruction using the proposed method and some outputs of the 3D archive system.
机译:我们为日本传统表演艺术开发了3D存档系统。该系统使用图形剪切算法从多视点视频中生成表演的3D演员模型序列,并将其与CG背景模型和相关信息一起存储。系统可以从以下任何角度显示场景; 3D actor模型与背景模型集成在一起,并将集成的模型投影到用户使用视点控制器指示的视点上。生成角色模型的挑战是如何重建薄或细长的零件。日本的传统表演服装包括细长的部分,例如长袖,扇子和在表演过程中可能会被操纵的弦。图切割算法是一种功能强大的3D重建工具,但由于它使用了能量最小化过程,因此倾向于将这些部分切割掉。因此,寻找一种方法来重建这些部分对于我们为后代保存这些艺术很重要。因此,我们设计了一种适用于视觉船体的自适应腐蚀方法,并将其应用于图割算法,以提取薄零件中的内部节点并防止薄零件被切断。使用图割算法的重建方法的另一趋势是重建模型的过度收缩。这是因为也可以通过切入真实表面来减少能量。为了避免这种趋势,我们应用了轮廓边缘约束,该约束由穿过每个节点的轮廓边缘的数量定义。通过应用自适应腐蚀过程和轮廓边缘约束,我们成功地构建了包括薄部分服装在内的虚拟表演。本文介绍了使用所提出的方法进行3D重建的结果以及3D存档系统的一些输出。

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