Markerless Actor Tracking for Virtual (TV) Studio Applications
- Virtual (tv) studios gain much more acceptance through improvements in computer graphics and camera tracking. Still commercial studios cannot have full interaction between actors and virtual scene because actors data are not completely digital available as well as the feedback for actors is still not sufficient. Markerless full body tracking might revolutionize virtual studio technology as it allows better interaction between real and virtual world. This article reports about using a markerless actor tracking in a virtual studio with a tracking volume of nearly 40 cubic meter enabling up to three actors within the green box. The tracking is used for resolving the occlusion between virtual objects and actors so that the Tenderer can output automatically a mask for virtual objects in the foreground in case the actor is behind. It is also used for triggering functions scripted within the Tenderer engine, which are attached to virtual objects, starting any kind of action (e.g., animation).Virtual (tv) studios gain much more acceptance through improvements in computer graphics and camera tracking. Still commercial studios cannot have full interaction between actors and virtual scene because actors data are not completely digital available as well as the feedback for actors is still not sufficient. Markerless full body tracking might revolutionize virtual studio technology as it allows better interaction between real and virtual world. This article reports about using a markerless actor tracking in a virtual studio with a tracking volume of nearly 40 cubic meter enabling up to three actors within the green box. The tracking is used for resolving the occlusion between virtual objects and actors so that the Tenderer can output automatically a mask for virtual objects in the foreground in case the actor is behind. It is also used for triggering functions scripted within the Tenderer engine, which are attached to virtual objects, starting any kind of action (e.g., animation). Last but not least the system is used for controlling avatars within the virtual set. All tracking and rendering is done within a studio frame rate of 50 Hz with about 3 frames delay. The markerless actor tracking within virtual studios is evaluated by experts using an interview approach. The statistical evaluation is based on a questionnaire.…
Author: | Jeff Daemen, Peter Haufs-Brusberg, Jens HerderORCiDGND |
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Fachbereich/Einrichtung: | Hochschule Düsseldorf / Fachbereich - Medien |
Hochschule Düsseldorf / Fachbereich - Medien / Creative Media Production and Entertainment Computing | |
Document Type: | Conference Proceeding |
Year of Completion: | 2013 |
Language of Publication: | English |
Publisher: | IEEE |
Place of publication: | Aizu-Wakamatsu |
Parent Title (English): | 2013 International Joint Conference on Awareness Science and Technology & Ubi-Media Computing (iCAST 2013 & UMEDIA 2013) |
First Page: | 790 |
Last Page: | 795 |
Related URL: | https://ieeexplore.ieee.org/document/6765544 |
DOI: | https://doi.org/10.1109/ICAwST.2013.6765544 |
ISBN: | 978-1-4799-2364-9 |
Tag: | Virtual (TV) Studio Cameras; Delays; Engines; Production; Skeleton; TV; Tracking; VSVR |
Licence (German): | keine Lizenz - nur Metadaten |
Release Date: | 2019/01/11 |