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dc.contributor.authorMichoud, B.en_US
dc.contributor.authorGuillou, E.en_US
dc.contributor.authorBouakaz, S.en_US
dc.contributor.editorDieter Fellner and Charles Hansenen_US
dc.date.accessioned2015-07-19T17:09:19Z
dc.date.available2015-07-19T17:09:19Z
dc.date.issued2006en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20061017en_US
dc.description.abstractAcquiring human shape is a prerequisite to many applications in augmented and virtual reality, as well as in computer graphics and animation. The acquisition of a real person must be precise enough to have the best possible (realistic) rendering. To do so in real time, "Shape-from-silhouette" (SFS) methods are used. One limitation of these methods is that the acquired subject must be visible from all the camera filming it. If not, some parts of the object are not reconstructed in 3d. This paper presents a modified SFS algorithm, that extends the 3d reconstruction space. Our extension allows to build an estimation of an object s 3d shape even if it comes out of sight from one or more cameras.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleShape From Silhouette: Towards a Solution for Partial Visibility Problemen_US
dc.description.seriesinformationEG Short Papersen_US
dc.description.sectionheadersSession 1a: Animationen_US
dc.identifier.doi10.2312/egs.20061017en_US
dc.identifier.pages13-16en_US


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