View-dependent Shape Optimization for 3D Video Rendering

Introduction

This page provides a simplified implementation of our view-dependent shape optimization algorithm presented as

Shohei Nobuhara, Wei Ning, Takashi Matsuyama: A Real-time View-Dependent Shape Optimization for High Quality Free-Viewpoint Rendering of 3D Video, 3DV2014

Source code

License

This source code is provided under the BSD 3-Clause license.

Copyright (c) 2014, Shohei Nobuhara, Wei Ning, and Takashi Matsuyama
All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
   * Redistributions of source code must retain the above copyright notice,
     this list of conditions and the following disclaimer.
   * Redistributions in binary form must reproduce the above copyright
     notice, this list of conditions and the following disclaimer in the
     documentation and/or other materials provided with the distribution.
   * Neither the name of the Graduate School of Informatics, Kyoto
     University, Japan nor the names of its contributors may be used to
     endorse or promote products derived from this software without specific
     prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.

Download links

If you use this software, please consider citing the aforementioned paper in any resulting publication.

How to run the demo

  1. Be sure you have a GeForce GTX 9xx or 7xx graphic card installed.
  2. Unzip the binary ZIP above, and extract the binary and data.
  3. Start viewer.exe.
  4. Drag-n-drop data/sample.txt to the application window.
  5. Use mouse drag or the following keys to change the viewpoint.
    key action
    z, x zoom
    a, d, w, s rotate
    c, v up / down

How to compile

  1. Be sure you have VS2010 and CUDA5.5.
  2. Unzip the source ZIP above.
  3. Open viewer.sln.
  4. Just compile the solution.

How to use your own data

In order to visualize your own data, you need to prepare the following files.

  1. Camera calibration parameters: calib.xml
    • Just a collection of the intrinsics and extrinsics. The structure should be self-explanatory.
  2. An initial 3D surface: shape.off
    • The format is ASCII (not binary) OFF or COFF used in Geomview. The vertex color of COFF is simply ignored.
  3. Multi-view images: cam??.jpg
    • The lens distortions should be corrected beforehand.

Then modify the data/sample.txt in the ZIP to specify your data.

Acknowledgement

This is supported by a joint research with NTT Media Intelligence Laboratories.

Contact


Shohei Nobuhara, Wei Ning, Takashi Matsuyama: A Real-time View-Dependent Shape Optimization for High Quality Free-Viewpoint Rendering of 3D Video, 3DV2014

Copyright © 2014 Shohei Nobuhara, Wei Ning, Takashi Matsuyama (Kyoto University)