Abstract | ||
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Whilst voxel carving approaches exist that allow non-invasive 3D human reconstruction, their performance is heavily dependent on the number of cameras used and the placement of these cameras around the subject. We present a technique to quantify the fall-off in accuracy of spatially carved volumetric representations of humans based on real world constraints. We describe an example of such a quantitative evaluation using a synthetic dataset of typical sports motion in a tennis court scenario, created using computer graphics techniques and motion capture data. Experiments are performed using a baseline voxel carving technique that includes player tracking, background subtraction and player voxel carving. This type of quantitative evaluation could be used by amateur sporting clubs without a sophisticated capture infrastructure to understand how best to instrument a camera network in order to obtain a good trade-off between reconstruction accuracy and installation cost. |
Year | DOI | Venue |
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2011 | 10.1145/2072298.2072056 | ACM Multimedia 2001 |
Keywords | Field | DocType |
human reconstruction accuracy,reconstruction accuracy,whilst voxel,player tracking,baseline voxel,sophisticated capture infrastructure,computer graphics technique,human reconstruction,player voxel,sporting environment,motion capture data,quantitative evaluation,3d reconstruction,background subtraction,image processing,computer graphic | Background subtraction,Voxel,Motion capture,Computer vision,Carving,Computer graphics (images),Computer science,Visualization,Image processing,Artificial intelligence,Computer graphics,3D reconstruction | Conference |
Citations | PageRank | References |
3 | 0.41 | 6 |
Authors | ||
3 |
Name | Order | Citations | PageRank |
---|---|---|---|
David S. Monaghan | 1 | 85 | 11.48 |
Philip Kelly | 2 | 251 | 21.32 |
Noel E. O'Connor | 3 | 2137 | 223.20 |