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1.
本文使用张量的方法推导了基于仿射空间的免标定增强现实方法,该方法不需要像机的标定参数和环境对象的3D位置信息就可实现视频增强。同时,本文也提出了在仿射空间解决增强现实中遮挡问题的新方法,给出了基于免标定增强现实的视频增强主要想法和应用实例。结果表明,这个方法是可行的。  相似文献   

2.
基于投影技术的增强现实注册方法   总被引:1,自引:0,他引:1  
注册技术是实现增强现实应用系统的关键问题之一。实现了一种利用投影技术改进了的注册方法。这种注册方法主要包含4个步骤:(1)检测标识和特征点的位置;(2)利用投影技术跟踪摄像机;(3)计算模型视图矩阵;(4)绘制虚拟物体。在初始阶段,指定4个点建立世界坐标系,虚拟物体将会被叠加到这个坐标系上;在注册过程中,利用投影技术跟踪特征点的位置,并计算用于增强的模型视图转换。这种注册方法可以为一般的室内增强现实系统提供所需的精确度和实时性。  相似文献   

3.
Generating 3D models of objects from video sequences is an important problem in many multimedia applications ranging from teleconferencing to virtual reality. In this paper, we present a method of estimating the 3D face model from a monocular image sequence, using a few standard results from the affine camera geometry literature in computer vision, and spline fitting techniques using a modified non parametric regression technique. We use the bicubic spline functions to model the depth map, given a set of observation depth maps computed from frame pairs in a video sequence. The minimal number of splines are chosen on the basis of the Schwartz's Criterion. We extend the spline fitting algorithm to hierarchical splines. Note that the camera calibration parameters and the prior knowledge of the object shape is not required by the algorithm. The system has been successfully demonstrated to extract 3D face structure of humans as well as other objects, starting from their image sequences.  相似文献   

4.
Calibration-free augmented reality in perspective   总被引:3,自引:0,他引:3  
This paper deals with video-based augmented reality and proposes an algorithm for augmenting a real video sequence with views of graphics objects without metric calibration of the video camera by representing the motion of the video camera in projective space. A virtual camera, by which views of graphics objects are generated, is attached to a real camera by specifying image locations of the world coordinate system of the virtual world. The virtual camera is decomposed into calibration and motion components in order to make full use of graphics tools. The projective motion of the real camera recovered from image matches has the function of transferring the virtual camera and makes the virtual camera move according to the motion of the real camera. The virtual camera also follows the change of the internal parameters of the real camera. This paper shows the theoretical and experimental results of our application of nonmetric vision to augmented reality  相似文献   

5.
一种基于平面模板的虚实配准算法   总被引:4,自引:0,他引:4       下载免费PDF全文
虚实配准是增强现实的关键技术。因为有运算量小实时性强的特点,利用平面模板进行虚实配准被广泛使用。本文算法利用平面模板进行虚实配准中的单应性映射关系,建立从平面模板坐标系到摄像机坐标系3维空间坐标转换和从摄像机坐标系到投影平面的3维-2维空间坐标转换,既减小了运算量,又解决了人工定标的问题。在实现虚实配准的基础上,进一步探讨了配准的优化问题,对关键的单应性矩阵进行优化筛选,提高虚实配准的强劲性,实现部分标志点被遮挡情况下的虚实配准。实验结果证明,本文算法成功实现了虚实配准,并在抗遮挡性上有强劲的表现。  相似文献   

6.
卜江  老松杨  白亮  刘钢 《自动化学报》2012,38(3):321-330
随着足球视频语义内容分析和理解、自动视频索引、虚拟增强现实表示等研究的不断深入,摄像机定标技术扮演了越来越重要的角色.基于此,提出了一种基于球场模型的广播足球视频摄像机自动定标算法,该算法建立在所定义的球场模型基础之上,首先通过改进的球场线探测算法得到球场平面的特征点,并求解摄像机同形 (Homography)矩阵,然后,利用所求解的同形矩阵来定位球门,得到球门平面的两个特征点,最后根据基于K均值聚类和Hough-like搜索的方法来得到最优的摄像机内外参数.初步的实验结果表明,依据本文算法所求解的摄像机参数最优值相比初始值精确度更高,并且其在连续帧中也更加稳定.  相似文献   

7.
伴随着移动GIS和可穿戴计算的出现,GIS作业空间被拓展到户外,户外增强现实空间信息表达致力于将虚拟空间信息叠加到真实地理场景上,增强、拓展用户对地理场景的认知。为了有效地降低空间信息增强表达的虚实配准误差,汲取计算机视觉中的算法思想,提出通过建立全局仿射坐标系,解算虚拟物体到真实场景图像的投影坐标,找到获取像素相对深度参数的方法,进而避开相机定标这个复杂过程,最终为户外增强现实系统提供位置相关的信息源,也为空间信息可视化表达提供了新界面。  相似文献   

8.
Tracking is a very important research subject in a real-time augmented reality context. The main requirements for trackers are high accuracy and little latency at a reasonable cost. In order to address these issues, a real-time, robust, and efficient 3D model-based tracking algorithm is proposed for a "video see through" monocular vision system. The tracking of objects in the scene amounts to calculating the pose between the camera and the objects. Virtual objects can then be projected into the scene using the pose. In this paper, nonlinear pose estimation is formulated by means of a virtual visual servoing approach. In this context, the derivation of point-to-curves interaction matrices are given for different 3D geometrical primitives including straight lines, circles, cylinders, and spheres. A local moving edges tracker is used in order to provide real-time tracking of points normal to the object contours. Robustness is obtained by integrating an M-estimator into the visual control law via an iteratively reweighted least squares implementation. This approach is then extended to address the 3D model-free augmented reality problem. The method presented in this paper has been validated on several complex image sequences including outdoor environments. Results show the method to be robust to occlusion, changes in illumination, and mistracking.  相似文献   

9.
针对传统的基于标记的增强现实系统场景受限等缺点,提出一种基于特征空间几何结构的无标记跟踪算法。在传统的金字塔Kanade-Lucas-Tomasi(KLT)跟踪算法基础上,通过建立图像的多尺度空间模型并在多尺度空间模型中对图像进行实时跟踪,同时根据图像特征间特有的空间几何结构信息优选跟踪特征点,解决了在多尺度变化情况下视频图像特征跟踪稳定性问题。实验结果表明,提出的跟踪算法在给定的数据库上性能高效稳定,与同类跟踪算法相比跟踪精度大幅提高,每帧重投影错误率均小于1像素,保持在亚像素级别。  相似文献   

10.
Multithreaded Hybrid Feature Tracking for Markerless Augmented Reality   总被引:1,自引:0,他引:1  
We describe a novel markerless camera tracking approach and user interaction methodology for augmented reality (AR) on unprepared tabletop environments. We propose a real-time system architecture that combines two types of feature tracking. Distinctive image features of the scene are detected and tracked frame-to-frame by computing optical flow. In order to achieve real-time performance, multiple operations are processed in a synchronized multi-threaded manner: capturing a video frame, tracking features using optical flow, detecting distinctive invariant features, and rendering an output frame. We also introduce user interaction methodology for establishing a global coordinate system and for placing virtual objects in the AR environment by tracking a user's outstretched hand and estimating a camera pose relative to it. We evaluate the speed and accuracy of our hybrid feature tracking approach, and demonstrate a proof-of-concept application for enabling AR in unprepared tabletop environments, using bare hands for interaction.  相似文献   

11.
The three-dimensional virtual scene can provide users with a visual three-dimensional virtual environment, with various multimedia channels such as sound, video, force feedback equipment, etc., to bring users a completely immersive interactive experience. This paper introduces 3D imaging and virtual reality technology in the film and television industry cloud exhibition, and develops a virtual display platform. First of all, this paper divides the registration into two processes: camera calibration and joint calibration of the camera and laser scanner based on the calibration results. Camera calibration can determine the plane model of the calibration board in the camera coordinate system, and the joint calibration uses the RANSAC algorithm to extract the point cloud of the plane model of the calibration board, and then optimizes the distance between the points in the plane model point cloud and the corresponding plane in the camera coordinate system Find the optimal transformation between the two sets of data, and then calculate the registration relationship between the point cloud and the image. Secondly, this article conducts a demand analysis of the film and television industry cloud exhibition platform based on virtual reality technology, including the business goals set by the platform, platform system analysis, overall design, and system operating environment and configuration requirements. This model provides a feasible solution for the visual interaction of the cloud exhibition design of the film and television industry.  相似文献   

12.
Segment Based Camera Calibration   总被引:5,自引:2,他引:3       下载免费PDF全文
The basic idea of calibrating a camera system in previous approaches is to determine camera parmeters by using a set of known 3D points as calibration reference.In this paper,we present a method of camera calibration in whih camera parameters are determined by a set of 3D lines.A set of constraints is derived on camea parameters in terms of perspective line mapping.Form these constraints,the same perspective transformation matrix as that for point mapping can be computed linearly.The minimum number of calibration lines is 6.This result generalizes that of Liu,Huang and Faugeras^[12] for camera location determination in which at least 8 line correspondences are required for linear computation of camera location.Since line segments in an image can be located easily and more accurately than points,the use of lines as calibration reference tends to ease the computation in inage preprocessing and to improve calibration accuracy.Experimental results on the calibration along with stereo reconstruction are reported.  相似文献   

13.
为了成功地应用增强现实,需要有观察仪器的准确投影信息,这就要求对所使用的光学透视式头盔显示器进行标定。针对实验室的光学透视式增强现实系统的组成特点,选定了虚拟摄像机(头盔显示器与人眼的结合)的标定算法。根据对投影矩阵的退化点结构的影响,改进了选取标定的对应点个数和用户头部的运动轨迹。实验结果表明,标定效果明显改善了,成功率也有明显提高。  相似文献   

14.
In this paper, we show how to calibrate a camera and to recover the geometry and the photometry (textures) of objects from a single image. The aim of this work is to make it possible walkthrough and augment reality in a 3D model reconstructed from a single image. The calibration step does not need any calibration target and makes only four assumptions: (1) the single image contains at least two vanishing points, (2) the length (in 3D space) of one line segment (for determining the translation vector) in the image is known, (3) the principle point is the center of the image, and (4) the aspect ratio is fixed by the user. Each vanishing point is determined from a set of parallel lines. These vanishing points help determine a 3D world coordinate system R o. After having computed the focal length, the rotation matrix and the translation vector are evaluated in turn for describing the rigid motion between R o and the camera coordinate system R c. Next, the reconstruction step consists in placing, rotating, scaling, and translating a rectangular 3D box that must fit at best with the potential objects within the scene as seen through the single image. With each face of a rectangular box, a texture that may contain holes due to invisible parts of certain objects is assigned. We show how the textures are extracted and how these holes are located and filled. Our method has been applied to various real images (pictures scanned from books, photographs) and synthetic images.  相似文献   

15.
Augmented reality entails the use of models and their associated renderings to supplement information in a real scene. In order for this information to be relevant or meaningful, the models must be positioned and displayed in such a way that they blend into the real world in terms of alignments, perspectives, illuminations, etc. For practical reasons the information necessary to obtain this realistic blending cannot be known a priori, and cannot be hard wired into a system. Instead a number of calibration procedures are necessary so that the location and parameters of each of the system components are known. We identify the calibration steps necessary to build a computer model of the real world and then, using the monitor based augmented reality system developed at ECRC (GRASP) as an example, we describe each of the calibration processes. These processes determine the internal parameters of our imaging devices (scan converter, frame grabber, and video camera), as well as the geometric transformations that relate all of the physical objects of the system to a known world coordinate system  相似文献   

16.
增强现实是把计算机产生的虚拟物体合成到用户看到的真实世界中的一种技术。介绍了增强现实中虚拟物体所涉及的一些关键技术,包括虚拟物体的建模、摄像头标定、骨骼动画以及虚拟场景的优化,说明了如何将这些技术应用到实际系统中。  相似文献   

17.
目的 RGB-D相机的外参数可以被用来将相机坐标系下的点云转换到世界坐标系的点云,可以应用在3维场景重建、3维测量、机器人、目标检测等领域。 一般的标定方法利用标定物(比如棋盘)对RGB-D彩色相机的外参标定,但并未利用深度信息,故很难简化标定过程,因此,若充分利用深度信息,则极大地简化外参标定的流程。基于彩色图的标定方法,其标定的对象是深度传感器,然而,RGB-D相机大部分则应用基于深度传感器,而基于深度信息的标定方法则可以直接标定深度传感器的姿势。方法 首先将深度图转化为相机坐标系下的3维点云,利用MELSAC方法自动检测3维点云中的平面,根据地平面与世界坐标系的约束关系,遍历并筛选平面,直至得到地平面,利用地平面与相机坐标系的空间关系,最终计算出相机的外参数,即相机坐标系内的点与世界坐标系内的点的转换矩阵。结果 实验以棋盘的外参标定方法为基准,处理从PrimeSense相机所采集的RGB-D视频流,结果表明,外参标定平均侧倾角误差为-1.14°,平均俯仰角误差为4.57°,平均相机高度误差为3.96 cm。结论 该方法通过自动检测地平面,准确估计出相机的外参数,具有很强的自动化,此外,算法具有较高地并行性,进行并行优化后,具有实时性,可应用于自动估计机器人姿势。  相似文献   

18.
一种增强现实系统的三维注册方法   总被引:9,自引:2,他引:7       下载免费PDF全文
三维注册技术是增强现实系统研究的一个重要方面。现有的增强现实技术三维注册方法都是用平面标志来作为定位基准的,且系统构造较复杂,图象处理所需计算量较大,还会因此引入误差。该文提出了一种使用立体标志物的基于视觉的三维注册方法。该方法只需要一个彩色CCD摄像机就可以完成三维环境注册,并且不需要进行复杂的图象处理运算,这种新方法能够有效简化注册系统和算法,并且能消除使用多个传感器的配合误差。  相似文献   

19.
城市视频实景地图兼具地图立体空间、视频时间4维度层面信息统一表达能力,对于我国城市立体监控系统构建、互联网地图产品发展,以及未来实景3维中国建设战略实施具有重要意义和应用价值。为引起更多研究者进行探索,对城市视频实景地图构建方法、技术及其应用前景进行讨论。从增强虚拟环境技术(AVE)角度出发,对融合全景视频与地理3维模型构建城市视频实景地图涉及的全景摄像机标定、全景视频空间配准及视频纹理映射、实时渲染系列技术、方法进行了梳理。经过分析得出:1)适合传统“针孔”模型的摄像机标定、影像空间配准理论和方法,需根据全景摄像机球面投影模型进行拓展;2)适合静态纹理的大规模3D场景渲染LOD(levels of detail)技术和策略,需结合视频传输带宽限制、高帧率特点进行技术创新。城市视频实景地图构建是一项值得重视的崭新课题,将有力促进互联网、人工智能前沿技术发展,有望给相关行业带来万亿级市场机遇。  相似文献   

20.
In this paper, we describe how geometrically correct and visually realistic shadows may be computed for objects composited into a single view of a target scene. Compared to traditional single view compositing methods, which either do not deal with the shadow effects or manually create the shadows for the composited objects, our approach efficiently utilizes the geometric and photometric constraints extracted from a single target image to synthesize the shadows consistent with the overall target scene for the inserted objects. In particular, we explore (i) the constraints provided by imaged scene structure, e.g. vanishing points of orthogonal directions, for camera calibration and thus explicit determination of the locations of the camera and the light source; (ii) the relatively weaker geometric constraint, the planar homology, that models the imaged shadow relations when explicit camera calibration is not possible; and (iii) the photometric constraints that are required to match the color characteristics of the synthesized shadows with those of the original scene. For each constraint, we demonstrate the working examples followed by our observations. To show the accuracy and the applications of the proposed method, we present the results for a variety of target scenes, including footage from commercial Hollywood movies and 3D video games.  相似文献   

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