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231225s2018 xx |||||o 00| ||eng c |
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|a 10.1109/TVCG.2018.2868527
|2 doi
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|a pubmed24n0961.xml
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|a (NLM)30207957
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|a DE-627
|b ger
|c DE-627
|e rakwb
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|a eng
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|a Cha, Young-Woon
|e verfasserin
|4 aut
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|a Towards Fully Mobile 3D Face, Body, and Environment Capture Using Only Head-worn Cameras
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|c 2018
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|a Text
|b txt
|2 rdacontent
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|a ƒaComputermedien
|b c
|2 rdamedia
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|a ƒa Online-Ressource
|b cr
|2 rdacarrier
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|a Date Completed 17.09.2019
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|a Date Revised 10.12.2019
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|a published: Print-Electronic
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|a Citation Status MEDLINE
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|a We propose a new approach for 3D reconstruction of dynamic indoor and outdoor scenes in everyday environments, leveraging only cameras worn by a user. This approach allows 3D reconstruction of experiences at any location and virtual tours from anywhere. The key innovation of the proposed ego-centric reconstruction system is to capture the wearer's body pose and facial expression from near-body views, e.g. cameras on the user's glasses, and to capture the surrounding environment using outward-facing views. The main challenge of the ego-centric reconstruction, however, is the poor coverage of the near-body views - that is, the user's body and face are observed from vantage points that are convenient for wear but inconvenient for capture. To overcome these challenges, we propose a parametric-model-based approach to user motion estimation. This approach utilizes convolutional neural networks (CNNs) for near-view body pose estimation, and we introduce a CNN-based approach for facial expression estimation that combines audio and video. For each time-point during capture, the intermediate model-based reconstructions from these systems are used to re-target a high-fidelity pre-scanned model of the user. We demonstrate that the proposed self-sufficient, head-worn capture system is capable of reconstructing the wearer's movements and their surrounding environment in both indoor and outdoor situations without any additional views. As a proof of concept, we show how the resulting 3D-plus-time reconstruction can be immersively experienced within a virtual reality system (e.g., the HTC Vive). We expect that the size of the proposed egocentric capture-and-reconstruction system will eventually be reduced to fit within future AR glasses, and will be widely useful for immersive 3D telepresence, virtual tours, and general use-anywhere 3D content creation
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|a Journal Article
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|a Research Support, Non-U.S. Gov't
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|a Research Support, U.S. Gov't, Non-P.H.S.
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1 |
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|a Price, True
|e verfasserin
|4 aut
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1 |
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|a Wei, Zhen
|e verfasserin
|4 aut
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|a Lu, Xinran
|e verfasserin
|4 aut
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|a Rewkowski, Nicholas
|e verfasserin
|4 aut
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|a Chabra, Rohan
|e verfasserin
|4 aut
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1 |
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|a Qin, Zihe
|e verfasserin
|4 aut
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1 |
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|a Kim, Hyounghun
|e verfasserin
|4 aut
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1 |
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|a Su, Zhaoqi
|e verfasserin
|4 aut
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1 |
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|a Liu, Yebin
|e verfasserin
|4 aut
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1 |
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|a Ilie, Adrian
|e verfasserin
|4 aut
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1 |
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|a State, Andrei
|e verfasserin
|4 aut
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1 |
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|a Xu, Zhenlin
|e verfasserin
|4 aut
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1 |
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|a Frahm, Jan-Michael
|e verfasserin
|4 aut
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1 |
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|a Fuchs, Henry
|e verfasserin
|4 aut
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773 |
0 |
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|i Enthalten in
|t IEEE transactions on visualization and computer graphics
|d 1996
|g 24(2018), 11 vom: 10. Nov., Seite 2993-3004
|w (DE-627)NLM098269445
|x 1941-0506
|7 nnns
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1 |
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|g volume:24
|g year:2018
|g number:11
|g day:10
|g month:11
|g pages:2993-3004
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|u http://dx.doi.org/10.1109/TVCG.2018.2868527
|3 Volltext
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|a AR
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|d 24
|j 2018
|e 11
|b 10
|c 11
|h 2993-3004
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