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Reality CG
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| Home | Team | Research | Teaching | Publications |
Scope of Reality CG is to pioneer a novel approach to modelling, editing and rendering in computer graphics. Instead of manually creating digital models of virtual worlds, Reality CG will explore new ways to achieve visual realism from the kind of approximate models that can be derived from conventional, real-world imagery as input.
Today's state-of-the-art 3D reconstruction methods from computer vision are able to estimate digital models of a wide variety of real-world, dynamic scenes from multi-view video recordings. Inevitable model reconstruction inaccuracies, however, lead to rendering artefacts, and missing model editing capabilities so far prevent the wide-spread use of real world-based models for realistic computer graphics. Reality CG aims at overcoming these limitations. The goal is to demonstrate that realistic rendering, modelling and editing from real world-acquired dynamic scenes is a viable and advantageous alternative to conventional 3D digital content creation.
The project is motivated by the continuously increasing demand for visual realism in many application areas of computer graphics. Recent advances in graphics hardware and algorithms have made it possible to achieve realistic rendering results in real-time as long as the digital models to be rendered are realistically detailed. Using today's 3D modelling tools, however, the degree of model detail scales roughly linearly with the amount of time invested into manual model design. As a result, the traditional, labour-intensive process of 3D digital content creation threatens to stall further progress in realistic computer graphics applications and new visual media.
Reality CG addresses this precarious modelling bottleneck. To find viable solutions, the project involves and inter-connects three different areas of visual research: Reality CG makes use of the sophisticated mathematical methods developed in computer vision and combines them with knowledge from visual perception to develop new techniques for realistic modelling, editing, and rendering in computer graphics.
Over the course of the project, Reality CG will provide the enabling technology to open up the real world to computer graphics methodology and applications. By extending the scope of computer graphics beyond virtual content, the project will make a profound impact on the field of visual computing, pioneering new research directions as well as breaking ground for novel applications.
We are always looking for excellent researchers. Want to join the project ?
| October 5, 2010 | News article in Braunschweiger Zeitung (in German) |
| September 14, 2010 | News article in BILD (in German) |
Scope of Reality CG is to pioneer a novel approach to modelling, editing and rendering in computer graphics. Instead of manually creating digital models of virtual worlds, Reality CG will explore new ways to achieve visual realism from the kind of approximate models that can be derived from conventional, real-world imagery as input.
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"Floating Textures" We present a novel multi-view, projective texture mapping technique. While previous multi-view texturing approaches lead to blurring and ghosting artefacts if 3D geometry and/or camera calibration are imprecise, we propose a texturing algorithm that warps (``floats'') projected textures during run-time to preserve crisp, detailed texture appearance. Our GPU implementation achieves interactive to real-time frame rates. The method is very generally applicable and can be used in combination with many image-based rendering methods or projective texturing applications. By using Floating Textures in conjunction with, e.g., visual hull rendering, light field rendering, or free-viewpoint video, improved rendering results are obtained from fewer input images, less accurately calibrated cameras, and coarser 3D geometry proxies. In a nutshell, the notion of Floating Textures is to correct for local texture misalignments by determining the optical flow between projected textures and warping the textures accordingly in the rendered image domain. Both steps, optical flow estimation and multi-texture warping, can be efficiently implemented on graphics hardware to achieve interactive to real-time performance. |
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"Multiple Kinect Studies" This project investigates multi-camera setups using Microsoft Kinects. Active structured light from the Kinect is used in several scenarious, including gas flow description, motion capture and free-viewpoint video. While the ability to capture depth alongside color data (RGB-D) is the starting point of the investigations, the structured light is also used more directly. In order to combine Kinects with passive recording approaches, common calibration with HD cameras is also a topic. |
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"Perception-motivated Interpolation of Image Sequences" We present a method for image interpolation which is able to create high-quality, perceptually convincing transitions between recorded images. By implementing concepts derived from human vision, the problem of a physically correct image interpolation is relaxed to an image interpolation that is perceived as physically correct by human observers. We find that it suffices to focus on exact edge correspondences, homogeneous regions and coherent motion to compute such solutions. In our user study we confirm the visual quality of the proposed image interpolation approach. We show how each aspect of our approach increases the perceived quality of the interpolation results, compare the results obtained by other methods and investigate the achieved quality for different types of scenes. |
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"Virtual Video Camera" The Virtual Video Camera research project is aimed to provide algorithms for rendering free-viewpoint video from asynchronous camcorder captures. We want to record our multi-video data without the need of specialized hardware or intrusive setup procedures (e.g., waving calibration patterns). |
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"Virtual Video Quality" Goal of this project is to assess the quality of rendered videos |
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"Who Cares?" Official music video "Who Cares" by Symbiz Sound; the first major production using our Virtual Video Camera. Dubstep, spray cans, brush and paint join forces and unite with the latest digital production techniques. All imagery depicts live action graffiti and performance. Camera motion added in post production using the Virtual Video Camera. |

TU Braunschweig
- Fakultät für Mathematik und Informatik
- Computer Graphics
- Research Projects
- Reality CG