{"id":318722,"date":"2016-11-09T08:17:18","date_gmt":"2016-11-09T16:17:18","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&p=318722"},"modified":"2018-10-16T20:10:59","modified_gmt":"2018-10-17T03:10:59","slug":"virtual-view-generation-hybrid-camera-array","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/virtual-view-generation-hybrid-camera-array\/","title":{"rendered":"Virtual View Generation with A Hybrid Camera Array"},"content":{"rendered":"
Virtual view synthesis from an array of cameras has been an essential element of three-dimensional video broadcasting\/conferencing. In this paper, we propose a scheme based on a hybrid camera array consisting of four regular video cameras and one time-of-flight depth camera. During rendering, we use the depth image from the depth camera as initialization, and compute a view-dependent scene geometry using constrained plane sweeping from the regular cameras. View-dependent texture mapping is then deployed to render the scene at the desired virtual viewpoint. Experimental results show that the addition of the time-of-flight depth camera greatly improves the rendering quality compared with an array of regular cameras with similar sparsity. In the application of 3D video boardcasting\/conferencing, our hybrid camera system demonstrates great potential in reducing the amount of data for compression\/streaming while maintaining high rendering quality.<\/p>\n","protected":false},"excerpt":{"rendered":"
Virtual view synthesis from an array of cameras has been an essential element of three-dimensional video broadcasting\/conferencing. In this paper, we propose a scheme based on a hybrid camera array consisting of four regular video cameras and one time-of-flight depth camera. During rendering, we use the depth image from the depth camera as initialization, and 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