TY - GEN
T1 - Sports VR content generation from regular camera feeds
AU - Calagari, Kiana
AU - Elgharib, Mohamed
AU - Shirmohammadi, Shervin
AU - Hefeeda, Mohamed
N1 - Publisher Copyright:
© 2017 ACM.
PY - 2017/10/23
Y1 - 2017/10/23
N2 - With the recent availability of commodity Virtual Reality (VR) products, immersive video content is receiving a significant interest. However, producing high-quality VR content often requires upgrading the entire production pipeline, which is costly and time-consuming. In this work, we propose using video feeds from regular broadcasting cameras to generate immersive content. We utilize the motion of the main camera to generate a wide-angle panorama. Using various techniques, we remove the parallax and align all video feeds. We then overlay parts from each video feed on the main panorama using Poisson blending. We examined our technique on various sports including basketball, ice hockey and volleyball. Subjective studies show that most participants rated their immersive experience when viewing our generated content between Good to Excellent. In addition, most participants rated their sense of presence to be similar to ground-truth content captured using a GoPro Omni 360 camera rig.
AB - With the recent availability of commodity Virtual Reality (VR) products, immersive video content is receiving a significant interest. However, producing high-quality VR content often requires upgrading the entire production pipeline, which is costly and time-consuming. In this work, we propose using video feeds from regular broadcasting cameras to generate immersive content. We utilize the motion of the main camera to generate a wide-angle panorama. Using various techniques, we remove the parallax and align all video feeds. We then overlay parts from each video feed on the main panorama using Poisson blending. We examined our technique on various sports including basketball, ice hockey and volleyball. Subjective studies show that most participants rated their immersive experience when viewing our generated content between Good to Excellent. In addition, most participants rated their sense of presence to be similar to ground-truth content captured using a GoPro Omni 360 camera rig.
KW - 2D-to-VR conversion
KW - 360 videos
KW - Virtual reality
UR - https://www.scopus.com/pages/publications/85035203367
U2 - 10.1145/3123266.3123315
DO - 10.1145/3123266.3123315
M3 - Conference contribution
AN - SCOPUS:85035203367
T3 - MM 2017 - Proceedings of the 2017 ACM Multimedia Conference
SP - 699
EP - 707
BT - MM 2017 - Proceedings of the 2017 ACM Multimedia Conference
PB - Association for Computing Machinery, Inc
T2 - 25th ACM International Conference on Multimedia, MM 2017
Y2 - 23 October 2017 through 27 October 2017
ER -