News Stories

Kinect hack allows potential 3D teleconferencing

[by LBG, GMA News]

A new hack by a university professor and student on Microsoft’s popular Kinect gaming accessory may soon allow “affordable” 3D videoconferencing. 

University of North Carolina at Chapel Hill graduate student Andrew Maimone said his setup uses Kinect’s depth cameras and an algorithm and filters.

“Our system is affordable and reproducible, offering the opportunity to easily deliver 3D telepresence beyond the researcher’s lab,” he said in his paper abstract.

He said his proof-of-concept telepresence system offers “fully dynamic, real-time 3D scene capture and continuous-viewpoint, head-tracked stereo 3D display without requiring the user to wear any tracking or viewing apparatus.”

The algorithm will merge data between multiple depth cameras, and will work together with techniques for automatic color calibration and preserving stereo quality even with low rendering rates.

His system also employs a fully GPU (Graphics Processing Unit)-accelerated data processing and rendering pipeline that can apply hole filling, smoothing, data merger, surface generation, and color correction at rates of up 100 million triangles/sec on a single PC and graphics board.

Also presented in Maimone’s concept is a Kinect-based markerless tracking system that combines 2D eye recognition with depth information to allow head-tracked stereo views to be rendered for a parallax barrier autostereoscopic display.

An article on PC World said the paper, overlooked by Professor Henry Fuchs, uses four Kinect sensors to capture the same images from different angles.

“Although the hack still looks a little rough, it certainly paves the way for a whole different aspect of creating cool Kinect hacks without the need for adding reference points,” it said.

Earlier this year, a group of students from the Massachusetts Institute of Technologyhacked the Kinect to “enhance” distance-based Internet communication.

“The proliferation of broadband and high-speed Internet access has, in general, democratized the ability to commonly engage in videoconference. However, current video systems do not meet their full potential, as they are restricted to a simple display of unintelligent 2D pixels. We present a system for enhancing distance-based communication by augmenting the traditional video conferencing system with additional attributes beyond two-dimensional video,” Lining Yao, Anthony DeVincenzi, Ramesh Raskar, and Hiroshi Ishii said in their paper.

“With Kinect camera and sound sensors, we explore how expanding a system’s understanding of spatially calibrated depth and audio alongside a live video stream can generate semantically rich three-dimensional pixels containing information regarding their material properties and location,” they added.

Using a Kinect camera and sound sensors, the students indicated at least four features that can enhance the videoconference:

Talking to Focus, where the system focuses on those currently speaking and can blur those who are not. The system can also display vital information about the speaker, including name and speaking time.

Freezing Former Frames, where people who do not want to be noticed by the other side can freeze themselves and make a still image for a short time – handy if one wants to pretend to sit and listen, but is really checking email or engaged in a short conversation.

Privacy Zone, where the user can render himself or herself, or a specified area, invisible with a gestural command. The simulation will not interrupt objects moving in the foreground.

Spatial Augmenting Reality, where people can click certain objects on the screen and see the augmented information remotely.

The setup includes two networked locations, each with a video screen for viewing the opposite space; a standard RGB digital web camera enhanced by a depth-sensing 3D camera like the Kinect; and calibrated microphones. 

See the original post here: http://www.gmanews.tv/story/222602/technology/kinect-hack-allows-potential-3d-teleconferencing

A horrifying Samuel Beckett short story…in 3D? [motion capture, not S3D]

[Wendy Zukerman – New Scientist]

Grasping onto a torch I peer into a world of naked bodies. One grimaces at me and bangs his head against a wall. Others hardly stir: instead, they stare at the ground in despair.

I am gazing at the virtual world of Unmakeablelove, a 3D interactive simulation based on Samuel Beckett’s short prose work The Lost Ones, in which a group of people are enclosed within a narrow cylindrical world, left to shuffle and search pointlessly within its confines.

In the artwork, this pitiable world is rear-projected onto the walls of a 5-metre-diameter enclosure inhabited by 30 bodies, half the size of humans. Each body represents a character in Beckett’s text: the Searchers who actively thrust through the space looking for an escape, the Sedentary who lethargically slouch, and the Defeated – “for whom all hope is gone”, saysSarah Kenderdine at City University of Hong Kong, who created the work with Jeffrey Shaw.

The bodies beat themselves, and examine each other for birthmarks of identity. “Very rarely they collide in a frenzied sexual encounter,” says Kenderdine.

Their lifelike movements were created using motion capture. This technique, commonly employed in blockbuster films like Avatar, captures movement by placing visible markers on an actor wearing a tight, dark suit – allowing a camera to track their movements.

 

The characters’ behaviour is driven by computer algorithms, allowing their actions to change based on the surrounding bodies. “So it’s different every time,” she says. For example, in Beckett’s original, an estranged husband and wife have a sexual encounter. InUnmakeablelove, only when these characters are in the vicinity of each other can the encounter occur.

I walk around the outside of the enclosure, hearing the thuds and rustling of their parched skin. I can only see the world through six torches fixed throughout the exhibition space. In reality, light doesn’t beam from the torches. Rather, hardware inside them measure the positions and directions in which they are pointing, and use this information to illuminate the computer-generated figures.

Moving the torch, I can also see other audience members viewing the world from another side of the display. Infrared video cameras record whoever is using the torch, and project that information into the virtual world. This simple interaction “creates an intense mixed reality”, says Shaw, forcing the audience to “question their own complicity” in this horrifying world. The effect is unnerving, and makes me glad I live on the outside.

Unmakeablelove was recently presented at the Hong Kong International Art Fair.

See the original post here: http://io9.com/5808643/a-horrifying-samuel-beckett-short-storyin-3d

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Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

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