In recent years, consumer-level depth cameras have been adopted for various applications. However, they often produce depth maps at only a moderately high frame rate (approximately 30 frames per second), preventing them from being used for applications such as digitizing human performance involving fast motion. On the other hand, low-cost, high-frame-rate video cameras are available. This motivates us to develop a hybrid camera that consists of a high-frame-rate video camera and a low-frame-rate depth camera and to allow temporal interpolation of depth maps with the help of auxiliary color images. To achieve this, we develop a novel algorithm that reconstructs intermediate depth maps and estimates scene flow simultaneously. We test our algorithm on various examples involving fast, non-rigid motions of single or multiple objects. Our experiments show that our scene flow estimation method is more precise than a tracking-based method and the state-of-the-art techniques.
While consumer-level depth sensors are able to capture the depth at only a limited frame rate, high-speed depth cameras that already reach hundreds or even thousands of frames per second, have been explored in the fields of computer vision and optical engineering in recent years. Among various solutions, structured light illumination (e.g., @cite_51 @cite_43 @cite_22 @cite_26 @cite_61 @cite_3 ) is the most popular technique, which requires a DLP video projector and a synchronized video camera to acquire structured patterns (e.g., fringe images) projected by special illuminator. Compared with those approaches, our solution can be seen as a post-processing technique, and thus applicable to different types of depth sensors. St "u @cite_57 proposed to modify a typical Time-of-Flight (ToF) camera (e.g., Kinect v2) for model-based tracking at high frame rate (300Hz). However, their solution is limited to tracking of objects with rigid motion. Our work shares close resemblance to that by Kim and Kim @cite_59 , which uses multi-view hybrid cameras (consisting of eight high-speed RGB cameras and six ToF cameras) for motion capture. However, their technique is highly dependent on skeleton tracking, and thus is only suitable for articulated motion.
@cite_61 @cite_26 @cite_22 @cite_3 @cite_57 @cite_43 @cite_59 @cite_51
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Consumer depth cameras have dramatically improved our ability to track rigid, articulated, and deformable 3D objects in real-time. However, depth cameras have a limited temporal resolution (frame-rate) that restricts the accuracy and robustness of tracking, especially for fast or unpredictable motion. In this paper, we show how to perform model-based object tracking which allows to reconstruct the object's depth at an order of magnitude higher frame-rate through simple modifications to an off-the-shelf depth camera. We focus on phase-based time-of-flight (ToF) sensing, which reconstructs each low frame-rate depth image from a set of short exposure 'raw' infrared captures. These raw captures are taken in quick succession near the beginning of each depth frame, and differ in the modulation of their active illumination. We make two contributions. First, we detail how to perform model-based tracking against these raw captures. Second, we show that by reprogramming the camera to space the raw captures uniformly in time, we obtain a 10x higher frame-rate, and thereby improve the ability to track fast-moving objects. In this paper, we consider the problem of tracking human motion with a 22-DOF kinematic model from depth images. In contrast to existing approaches, our system naturally scales to multiple sensors. The motivation behind our approach, termed Multiple Depth Camera Approach (MDCA), is that by using several cameras, we can significantly improve the tracking quality and reduce ambiguities as for example caused by occlusions. By fusing the depth images of all available cameras into one joint point cloud, we can seamlessly incorporate the available information from multiple sensors into the pose estimation. To track the high-dimensional human pose, we employ state-of-the-art annealed particle filtering and partition sampling. We compute the particle likelihood based on the truncated signed distance of each observed point to a parameterized human shape model. We apply a coarse-to-fine scheme to recognize a wide range of poses to initialize the tracker. In our experiments, we demonstrate that our approach can accurately track human motion in real-time (15Hz) on a GPGPU. In direct comparison to two existing trackers (OpenNI, Microsoft Kinect SDK), we found that our approach is significantly more robust for unconstrained motions and under (partial) occlusions. We present a system for accurate real-time mapping of complex and arbitrary indoor scenes in variable lighting conditions, using only a moving low-cost depth camera and commodity graphics hardware. We fuse all of the depth data streamed from a Kinect sensor into a single global implicit surface model of the observed scene in real-time. The current sensor pose is simultaneously obtained by tracking the live depth frame relative to the global model using a coarse-to-fine iterative closest point (ICP) algorithm, which uses all of the observed depth data available. We demonstrate the advantages of tracking against the growing full surface model compared with frame-to-frame tracking, obtaining tracking and mapping results in constant time within room sized scenes with limited drift and high accuracy. We also show both qualitative and quantitative results relating to various aspects of our tracking and mapping system. Modelling of natural scenes, in real-time with only commodity sensor and GPU hardware, promises an exciting step forward in augmented reality (AR), in particular, it allows dense surfaces to be reconstructed in real-time, with a level of detail and robustness beyond any solution yet presented using passive computer vision. Commercial RGB-D cameras provide the possibility of fast, accurate, and cost-effective 3-D scanning solution in a single package. These economical depth cameras provide several advantages over conventional depth sensors, such as sonars and lidars, in specific usage scenarios. In this paper, we analyze the performance of Kinect v2 time-of-flight camera while operating fully submerged underwater in a customized waterproof housing. Camera calibration has been performed for Kinect’s RGB and NIR cameras, and the effect of calibration on the generated 3-D mesh is discussed in detail. To overcome the effect of refraction of light due to the sensor housing and water, we propose a time-of-flight correction method and a fast, accurate and intuitive refraction correction method that can be applied to the acquired depth images, during 3-D mesh generation. Experimental results show that the Kinect v2 can acquire point cloud data up to 650 mm. The reconstruction results have been analyzed qualitatively and quantitatively, and confirm that the 3-D reconstruction of submerged objects at small distances is possible without the requirement of any external NIR light source. The proposed algorithms successfully generated 3-D mesh with a mean error of ±6 mm at a frame rate of nearly 10 fps. We acquired a large data set of RGB, IR and depth data from a submerged Kinect v2. The data set covers a large variety of objects scanned underwater and is publicly available for further use, along with the Kinect waterproof housing design and correction filter codes. The research is aimed toward small-scale research activities and economical solution for 3-D scanning underwater. Applications such as coral reef mapping and underwater SLAM in shallow waters for ROV’s can be a viable application area that can benefit from results achieved.