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Quantifying human reconstruction accuracy for Voxel Carving in a sporting environment

Monaghan, David and Kelly, Philip and O'Connor, Noel E. (2011) Quantifying human reconstruction accuracy for Voxel Carving in a sporting environment. In: ACM MM, 28 Nov - 1 Dec. 2011, Scottsdale, AZ..

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Abstract

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.

Item Type:Conference or Workshop Item (Poster)
Event Type:Conference
Refereed:Yes
Subjects:Computer Science > Visualization
Computer Science > Image processing
DCU Faculties and Centres:Research Initiatives and Centres > CLARITY: The Centre for Sensor Web Technologies
Use License:This item is licensed under a Creative Commons Attribution-NonCommercial-Share Alike 3.0 License. View License
ID Code:16644
Deposited On:06 Dec 2011 16:24 by David Monaghan. Last Modified 13 Jan 2012 13:27

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