Virtualized Reality: Being Mobile in a Visual Scene - Robotics Institute Carnegie Mellon University

Virtualized Reality: Being Mobile in a Visual Scene

Takeo Kanade, P. J. Narayanan, and Peter Rander
Conference Paper, Proceedings of International Conference on Artificial Reality and Tele-Existence and Conference on Virtual Reality Software and Technology, pp. 133 - 142, November, 1995

Abstract

The visual medium evolved from early paintings to the realistic paintings of the classical era to photographs. The medium of moving imagery started with motion pictures. Television and video recording advanced it to show action "live" or capture and playback later. In all of the above media, the view of the scene is determined at the transcription time, independent of the viewer. We have been developing a new visual medium called virtualized reality. It delays the selection of the viewing angle till view time, using techniques from computer vision and computer graphics. The visual event is captured using many cameras that cover the action from all sides. The 3D structure of the event, aligned with the pixels of the image, is computed for a few selected directions using a stereo technique. Triangulation and texture mapping enable the placement of a "soft-camera" to reconstruct the event from any new viewpoint. With a stereo-viewing system, virtualized reality allows a viewer to move freely in the scene, independent of the transcription angles used to record the scene. Virtualized reality has significant advantages over virtual reality. The virtual reality world is typically constructed using simplistic, artificially-created CAD models. Virtualized reality starts with the real world scene and virtualizes it. It is a fully 3D medium as it knows the 3D structure of every point in the image. The applications of virtualized reality are many. Training can become safer and more effective by enabling the trainee to move about freely in a virtualized environment. A whole new entertainment programming can open by allowing the viewer to watch a basketball game while standing on the court or while running with a particular player. In this paper, we describe the hardware and software setup in our "studio" to make virtualized reality movies. Examples are provided to demonstrate the effectiveness of the system.

BibTeX

@conference{Kanade-1995-14028,
author = {Takeo Kanade and P. J. Narayanan and Peter Rander},
title = {Virtualized Reality: Being Mobile in a Visual Scene},
booktitle = {Proceedings of International Conference on Artificial Reality and Tele-Existence and Conference on Virtual Reality Software and Technology},
year = {1995},
month = {November},
pages = {133 - 142},
}