ISMAR 2018
IEEEIEEE computer societyIEEE vgtc

Sponsors

Platinum Apple
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Bronze FacebookUmajinDisney Research
SME EnvisageAR
Academic TUMETHZ

Young-Woon Cha, True Price, Zhen Wei, Xinran Lu, Nicholas Rewkowski, Rohan Chabra, Zihe Qin, Hyounghun Kim, Zhaoqi Su, Yebin Liu, Adrian Ilie, Andrei State, Zhenlin Xu, Jan-Michael Frahm, and Henry Fuchs. Towards fully mobile 3d face, body, and environment capture using only head-worn cameras. IEEE Transactions on Visualization and Computer Graphics (To appear), 2018.
[BibTeX▼]

Abstract

We propose a new approach for 3D reconstruction of dynamic indoor and outdoor scenes in everyday environments, leveraging only cameras worn by a user. This approach allows 3D reconstruction of experiences at any location and virtual tours from anywhere. The key innovation of the proposed ego-centric reconstruction system is to capture the wearer's body pose and facial expression from near-body views, e.g. cameras on the user's glasses, and to capture the surrounding environment using outward-facing views. The main challenge of the ego-centric reconstruction, however, is the poor coverage of the near-body views -- that is, the user's body and face are observed from vantage points that are convenient for wear but inconvenient for capture. To overcome these challenges, we propose a parametric-model-based approach to user motion estimation. This approach utilizes convolutional neural networks (CNNs) for near-view body pose estimation, and we introduce a CNN-based approach for facial expression estimation that combines audio and video. For each time-point during capture, the intermediate model-based reconstructions from these systems are used to re-target a high-fidelity pre-scanned model of the user. We demonstrate that the proposed self-sufficient, head-worn capture system is capable of reconstructing the wearer's movements and their surrounding environment in both indoor and outdoor situations without any additional views. As a proof of concept, we show how the resulting 3D-plus-time reconstruction can be immersively experienced within a virtual reality system (e.g. the HTC Vive). We expect that the size of the proposed egocentric capture-and-reconstruction system will eventually be reduced to fit within future AR glasses, and will be widely useful for immersive 3D telepresence, virtual tours, and general use-anywhere 3D content creation.