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Efficient 3D Reconstruction and Streaming for Group-Scale Multi-Client Live Telepresence
arXiv - CS - Graphics Pub Date : 2019-08-08 , DOI: arxiv-1908.03118 Patrick Stotko, Stefan Krumpen, Michael Weinmann, Reinhard Klein
arXiv - CS - Graphics Pub Date : 2019-08-08 , DOI: arxiv-1908.03118 Patrick Stotko, Stefan Krumpen, Michael Weinmann, Reinhard Klein
Sharing live telepresence experiences for teleconferencing or remote
collaboration receives increasing interest with the recent progress in
capturing and AR/VR technology. Whereas impressive telepresence systems have
been proposed on top of on-the-fly scene capture, data transmission and
visualization, these systems are restricted to the immersion of single or up to
a low number of users into the respective scenarios. In this paper, we direct
our attention on immersing significantly larger groups of people into
live-captured scenes as required in education, entertainment or collaboration
scenarios. For this purpose, rather than abandoning previous approaches, we
present a range of optimizations of the involved reconstruction and streaming
components that allow the immersion of a group of more than 24 users within the
same scene - which is about a factor of 6 higher than in previous work -
without introducing further latency or changing the involved consumer hardware
setup. We demonstrate that our optimized system is capable of generating
high-quality scene reconstructions as well as providing an immersive viewing
experience to a large group of people within these live-captured scenes.
中文翻译:
用于群组级多客户端实时网真的高效 3D 重建和流媒体
随着捕获和 AR/VR 技术的最新进展,共享用于电话会议或远程协作的实时远程呈现体验越来越受到关注。尽管在动态场景捕获、数据传输和可视化之上提出了令人印象深刻的远程呈现系统,但这些系统仅限于让单个或最多少数用户沉浸在各自的场景中。在本文中,我们将注意力集中在根据教育、娱乐或协作场景的要求,让更多的人群沉浸在实时捕捉的场景中。为此,与其放弃以前的方法,我们对所涉及的重建和流媒体组件进行了一系列优化,允许将超过 24 位用户沉浸在同一场景中——这比之前的工作高出约 6 倍——而不会引入进一步的延迟或改变涉及消费者硬件设置。我们证明我们优化的系统能够生成高质量的场景重建,并在这些实时捕获的场景中为一大群人提供身临其境的观看体验。
更新日期:2020-01-14
中文翻译:
用于群组级多客户端实时网真的高效 3D 重建和流媒体
随着捕获和 AR/VR 技术的最新进展,共享用于电话会议或远程协作的实时远程呈现体验越来越受到关注。尽管在动态场景捕获、数据传输和可视化之上提出了令人印象深刻的远程呈现系统,但这些系统仅限于让单个或最多少数用户沉浸在各自的场景中。在本文中,我们将注意力集中在根据教育、娱乐或协作场景的要求,让更多的人群沉浸在实时捕捉的场景中。为此,与其放弃以前的方法,我们对所涉及的重建和流媒体组件进行了一系列优化,允许将超过 24 位用户沉浸在同一场景中——这比之前的工作高出约 6 倍——而不会引入进一步的延迟或改变涉及消费者硬件设置。我们证明我们优化的系统能够生成高质量的场景重建,并在这些实时捕获的场景中为一大群人提供身临其境的观看体验。