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TELE-IMMERSION
FLOW OF PRESENTATION 
 Introduction 
 History 
 Tele-Immersion v/s Tele-Conference and Virtual Reality 
 Working 
 Basic Requirements 
 Applications 
 Future Applications 
 Problems 
 Bibliography
INTRODUCTION 
• Will be implemented with Internet2. 
• Enable users in different geographic locations to interact in a 
simulated holographic environment. 
• Combines the display and interaction techniques of virtual reality 
with latest vision technologies 
• Involves the ultimate synthesis of media technologies: 
3D environment scanning 
Projective and display technologies 
Tracking technologies 
Audio technologies 
Powerful networking 
1/32
HISTORY 
• In 1965, Ivan Sutherland, proposed the ‘ultimate display’ 
• Allowing the user to experience a completely computer rendered 
environment. 
• In 1998, Abilene, a backbone research project, was launched and now 
serves as a base for Internet2 research 
• Internet2 needed tele-immersion to stretch its networks’ capabilities. 
• So, the national tele-immersion initiative was formed in May 2000. 
• Researchers at the Universities of North Carolina (UNC), the 
Universities of Pennsylvania and advanced network and services 
reached a milestone in developing this technology. 
• In 2000, the first experiment was conducted. 
2/32
Tele-immersion v/s Tele- 
Conference 
In tele-immersion 
• Differs in user’s view as 
• Remote environment changes dynamically as he moves his head. 
• Eye contact is maintained 
3/32
Tele-immersion v/s Virtual Reality 
• Virtual reality allows you to move in a computer-generated 3-D 
environment. 
• Tele immersion can only create a 3-D environment that you can see 
but not interact with. 
4/32
5/32
2D to 3D… 
Image Acquisition 
3D Reconstruction 
3D Video Transmission 
6/32
IMAGE ACQUISITION 
• Each camera generates an image from its point of view many times 
in a second 
Depth map Texture map 
• Uses cluster of cameras each of this having 4 cameras (three b/w & 
one colour). 
• Have own dedicated high-end computer to perform the image 
rectification, pixel correlation, and triangulation to recover depth 
values from the sets of images produced. 
7/32
- camera cluster 
• Each set of the images taken at a given instant is sorted into subsets 
of overlapping trios of images. 
8/32
• From each trio of images, a “disparity map” is calculated, 
reflecting the degree of variation among the images at all points in 
the Disparity map visual field. 
• The disparities are then analyzed to yield depths that would 
account for the differences between what each camera sees. 
• Depth maps are combined into a single viewpoint independent of 
the scene at a given moment. 
(a)one of the original video frames, (b) corresponding depth map, 
(b)(c) shaded view of the 3D reconstruction, (d) view of the textured 3D 
9/32 
model.
3D CONSTRUCTION 
• The algorithm used for 3D image construction is Trinocular Stereo 
Algorithm. 
• Here, first the background is subtracted 
• The foreground where people are moving and doing their work is 
kept as it is. 
10/32
• A sequence of N (2 or more) background images Bi are acquired in 
advance of each session. 
• From this set we compute a pixel-wise average background image 
B = 1/N Σi Bi 
• We then compute the average pixel-wise difference between B and Bi , 
D = 1/N Σi (B - Bi). 
• During a tele-immersion session each primary image I is subtracted 
from the static mean background ID = B - I, a binary image is formed 
via the comparison IB = ID > T × D 
• where T is a configurable threshold (generally T = 7). 
Background image, foreground image and subtracted result 
11/32
• The reconstruction algorithm begins by grabbing images from 3 
strongly calibrated cameras. 
• The system rectifies the images so that their epipolar lines lie along the 
same horizontal image rows to simply matches. 
• For each pixel (u,v) in the left image, MNCC produces a correlation 
profile c(u,v,d) where disparity d ranges over acceptable integer values. 
• Selected matches are maxima in this profile, which satisfy various 
‘peak’ characteristics. 
• The trifocal constraint refines or verify correspondences 
• improve the quality of stereo range data 
• .gives s hypothesized match [u,v,d] in a pair of images 
• A hypothesis is correct if the epipolar lines for the original point [u,v] 
and the hypothesized match [u,d,v], intersect in the third camera 
image. 
• Can be exploited by arranging the camera triple in a right angle (or L-shape), 
• allowing matching along the rows and columns of the reference image. 
12/32
Treat the camera triple (L,C,R) as two independent stereo pairs (L ,CL) 
and (CR ,R). 
 Use foreground segmentation to consider only one half to one third of 
the pixels in the reference image CR. This makes it feasible to 
calculate the entire correlation profile for each pixel one at a time. 
To calculate the sum of correlation scores precompute a lookup table 
of the location (uCL ,vCL) in CL corresponding the current pixel in CR 
(based on the right-left rectification relationship). 
 Also compute a linear approximation for the disparity dL = M(uCR 
,vCR) × dR+b(uCR ,vCR) at [uCL ,vCL] which arises from the same depth 
point as [uCR ,vCR ,dR]. 
Calculate the correlation score corrR(uCR ,vCR ,dR) and look up the 
corresponding [uCL ,vCL] and compute dL. 
 Then calculate the correlation score corrL(uCL ,vCL ,dL). Select the 
disparity dR which optimizes corrT = corrL(uCL ,vCL ,dL) + corrR(uCR 
,vCR, dR). 
13/32
The method can be summarized as follows: 
Pixel-wise Trinocular Stereo 
Step 1: Pre-compute lookup table for CL locations 
corresponding to CR locations, and dL approximation 
lookup tables M and b. 
Step 2: Acquire image triple (L,C,R). 
Step 3: Rectify (L ,CL) and (CR ,R) independently 
Step 4: Calculate foreground mask for CR and R 
Step 5: For every foreground pixel CRmask(u,v) 
Step I: For every disparity dR € Dr 
If Rmask(u + dR ,v) € foreground 
Step i: compute corrR(uCR ,vCR ,dR) 
Step ii: lookup [uCL ,vCL] 
Step iii: compute dL = M(uCR ,vCR) × 
dR + b(uCR ,vCR) 
Step iv: compute corrL(uCL ,vCL ,dL ) 
Step v: corrT = corrL + corrR 
Step vi: If corrT is a peak 
Step 1: Fit parabola to find sub-pixel 
correlation peak and disparity 
adjustment dadj 
Step 2: Update corrbest = corrT , 
dbest = dR + dadj 
Step 6: Goto 2 14/32
3D VIDEO TRANSMISSION 
• Compress the 3D images constructed 
• Reasons to compress: save storage space, conserve bandwidth, and 
speed up application software. 
• The algorithm used is Modern Driven Compression Algorithm. 
• It is a lossy compression algorithm. 
• Lossy compression algorithms remove small details that require a 
large amount of data to store at full fidelity. 
• In lossy compression, impossible to restore the original file due to 
the removal of essential data. 
• This scheme uses motion JPEG for color compression and the run 
length coding plus Huffman coding for depth compression. 
15/32
Color Compression 
Motion JPEG uses JPEG still image compression on each frame 
separately. 
Depth Compression 
•The depth information of an entire frame compressed using Run 
Length Encoding (RLE) followed by Huffman coding. 
•RLE is used to avoid spatial redundancy in transmitted image of an 
object against a blank background. 
•Huffman coding is used because the result of RLE is a set of symbols 
that have varying frequencies. 
16/32
Schematic diagram of the compression algorithm 
17/32 
Schematic diagram of the decompression algorithm
• After the compression is done, the images are ready to be 
transmitted to the receiver. 
• Following the flow of information tele-immersion depends on 
intense data processing at each end of a connection, mediated 
by high performance network. 
• From the sender: 
Parallel processors accept visual inputs from the cameras and 
reinterpret the scene as a 3-Dimensional computer model. 
• To the receiver: 
Specific rendering of remote people and places are synthesized 
from the model as it is received to match the point of view of 
each eye of a user. The whole process repeats many times a 
second to keep up with the user head motion. 
18/32
19/32
WORKING IN BRIEF 
20/32
BASIC REQUIREMENTS 
• Display technologies: stereo immersive displays would have to 
present a clear view of the scenes being transmitted. 
• Haptic sensors: would allow to touch projections as if they were 
real. 
• Desktop supercomputers: would perform the trillions of 
calculations needed to create a holographic environment. A network 
of computers that share power could also possibly support these 
environments. 
• Ceiling headtracker: used to measure the head position 
• 3D stereo glasses: would allow the user to view the remote stereo 
displayed 3D scene. 
21/32
• Tele-cubicle : 
1. A tele-cubicle is an office that appear to be one quadrant in a larger 
shared virtual space. 
2. It consists of a stereo immersive desk surface and two stereo-immersive 
wall surfaces. 
3. These three display surfaces join to form a virtual conference table 
in the centre. 
4. Allowing the realistic inclusion of tele-immersion into the work 
environment taking up the usual amount of desk space. 
5. The main idea behind this work came directly from the Tele- 
Immersion meeting on July 21 ,1997 at the Advanced Network 
Office. 
22/32
23/32
24/32
Haptic sensors: Miniaturized force/torque sensors 
• Haptic means that relating to or based on the sense of touch. 
• External finger forces are measured by placing force sensing pads at 
the fingertips. 
• An optical sensor mounted on the fingernail detects the force. This 
allows the human to touch the environment with bare fingers and 
perform fine, delicate tasks using the full range of haptic sense. 
• Specifically, the fingernail is instrumented with miniature light 
emitting diodes (LEDs) and photo detectors in order to measure 
changes in the reflection intensity when the fingertip is pressed 
against a surface. The changes in intensity are then used to determine 
changes in the blood volume under the fingernail. 
25/32
• The algorithm used for haptic rendering is God-object or Proxy 
paradigm. 
• A god object or proxy is a conceptual point restricted to the object 
and its position at every single moment is closest to the virtual 
representation of the virtual fingers. 
• As long as the user is away, no force will be executed. 
• Once the user penetrates the virtual object, force will be calculated 
proportionally to the distance b/w the proxy and the position of the 
user’s virtual representation. 
• Force can be calculated using the spring approach b/w the god object 
and the representations of every finger. Thus the total force has a 
tangential component. 
• Applying the method to all contact points, total force and torque to 
the virtual object can be calculated. 
• Hence the object can be moved and rotated as desired. 
26/32
Haptic Device 
27/32
APPLICATIONS 
1. Uses in Education: 
In education, tele-immersion can be used to bring together 
students at remote sites in a single environment relationship 
among educational institutions which could improve tremendously 
in the future with the use of tele-immersion. 
2. Future Office: 
Tele-immersion can be used to 
provide an office like environment 
to business professionals in the 
near future. 
28/32
3. Medicine: 
With the help of tele-immersion, 3D surgical learning for virtual 
operation is possible. 
Recently, teleconferencing has been used in medicine. 
4. Industrial design, 7. Army Training 
architectural, evaluation 8. Art and 
Entertainment 
5. Interactive Scientific 9. Virtual game 
Visualization 10. Industrial Design 
6. Architectural Review 
and Evaluation 
29/32
FUTURE APPLICATIONS 
• Remote Learning & Training 
• 3D Motion Capture of Body Segments 
• 3D CAD Design 
• Entertainment (For foodies – McDonalds’ is trying to use Tele- 
Immersion for organizing family dinners and parties for people at 
different locations !!) 
• Training for complex and hazardous tasks where physical virtual 
interactions are the key component 
30/32
PROBLEMS 
• Quality of transmitting multimedia and Tele-immersion data 
streams over the internet is affected by high packets loss rates. 
• Expensive 
• High network bandwidth required . 
• High speed internet is required (at least 60 MBPS) 
31/32
BIBLIOGRAPHY 
• Trinocular Stereo: A Real-Time Algorithm and its Evaluation 
Jane Mulligan (University of Colorado) , Volkan Isler (University of 
Pennsylvania), Kostas Daniilidis (University of Pennsylvania) 
http://repository.upenn.edu/cis_papers/79 
• Real Time 3D Video Compression for Tele-Immersive Environments 
Zhenyu Yang, Yi Cui, Zahid Anwar, Robert Bocchino, Nadir Kiyanclar, 
Klara Nahrstedt, Roy H. Campbell (University of Illinois) 
https://www.ideals.illinois.edu/bitstream/handle/2142/11085/Real- 
Time%203D%20Video%20Compression%20for%20Tele- 
Immersive%20Environments.pdf?sequence=2 
• Tele-Immersion As a Positive Alternative of The Future 
Glasenhardt, S., Cicin-Sain, M., Capko, Z. (University of Rijeka) 
http://ieeexplore.ieee.org/ielx5/8683/27508/01225352.pdf?tp=&arnumber 
=1225352&isnumber=27508 
• www.google.com 
• www.wikipedia.com 32/32
THANK YOU…!
THE EPIPOLAR GEOMETRY 
C,C’,x,x’ and X are coplanar
EXAMPLES OF EPIPOLAR 
LINES 
BACK

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Tele immersion

  • 2. FLOW OF PRESENTATION  Introduction  History  Tele-Immersion v/s Tele-Conference and Virtual Reality  Working  Basic Requirements  Applications  Future Applications  Problems  Bibliography
  • 3. INTRODUCTION • Will be implemented with Internet2. • Enable users in different geographic locations to interact in a simulated holographic environment. • Combines the display and interaction techniques of virtual reality with latest vision technologies • Involves the ultimate synthesis of media technologies: 3D environment scanning Projective and display technologies Tracking technologies Audio technologies Powerful networking 1/32
  • 4. HISTORY • In 1965, Ivan Sutherland, proposed the ‘ultimate display’ • Allowing the user to experience a completely computer rendered environment. • In 1998, Abilene, a backbone research project, was launched and now serves as a base for Internet2 research • Internet2 needed tele-immersion to stretch its networks’ capabilities. • So, the national tele-immersion initiative was formed in May 2000. • Researchers at the Universities of North Carolina (UNC), the Universities of Pennsylvania and advanced network and services reached a milestone in developing this technology. • In 2000, the first experiment was conducted. 2/32
  • 5. Tele-immersion v/s Tele- Conference In tele-immersion • Differs in user’s view as • Remote environment changes dynamically as he moves his head. • Eye contact is maintained 3/32
  • 6. Tele-immersion v/s Virtual Reality • Virtual reality allows you to move in a computer-generated 3-D environment. • Tele immersion can only create a 3-D environment that you can see but not interact with. 4/32
  • 8. 2D to 3D… Image Acquisition 3D Reconstruction 3D Video Transmission 6/32
  • 9. IMAGE ACQUISITION • Each camera generates an image from its point of view many times in a second Depth map Texture map • Uses cluster of cameras each of this having 4 cameras (three b/w & one colour). • Have own dedicated high-end computer to perform the image rectification, pixel correlation, and triangulation to recover depth values from the sets of images produced. 7/32
  • 10. - camera cluster • Each set of the images taken at a given instant is sorted into subsets of overlapping trios of images. 8/32
  • 11. • From each trio of images, a “disparity map” is calculated, reflecting the degree of variation among the images at all points in the Disparity map visual field. • The disparities are then analyzed to yield depths that would account for the differences between what each camera sees. • Depth maps are combined into a single viewpoint independent of the scene at a given moment. (a)one of the original video frames, (b) corresponding depth map, (b)(c) shaded view of the 3D reconstruction, (d) view of the textured 3D 9/32 model.
  • 12. 3D CONSTRUCTION • The algorithm used for 3D image construction is Trinocular Stereo Algorithm. • Here, first the background is subtracted • The foreground where people are moving and doing their work is kept as it is. 10/32
  • 13. • A sequence of N (2 or more) background images Bi are acquired in advance of each session. • From this set we compute a pixel-wise average background image B = 1/N Σi Bi • We then compute the average pixel-wise difference between B and Bi , D = 1/N Σi (B - Bi). • During a tele-immersion session each primary image I is subtracted from the static mean background ID = B - I, a binary image is formed via the comparison IB = ID > T × D • where T is a configurable threshold (generally T = 7). Background image, foreground image and subtracted result 11/32
  • 14. • The reconstruction algorithm begins by grabbing images from 3 strongly calibrated cameras. • The system rectifies the images so that their epipolar lines lie along the same horizontal image rows to simply matches. • For each pixel (u,v) in the left image, MNCC produces a correlation profile c(u,v,d) where disparity d ranges over acceptable integer values. • Selected matches are maxima in this profile, which satisfy various ‘peak’ characteristics. • The trifocal constraint refines or verify correspondences • improve the quality of stereo range data • .gives s hypothesized match [u,v,d] in a pair of images • A hypothesis is correct if the epipolar lines for the original point [u,v] and the hypothesized match [u,d,v], intersect in the third camera image. • Can be exploited by arranging the camera triple in a right angle (or L-shape), • allowing matching along the rows and columns of the reference image. 12/32
  • 15. Treat the camera triple (L,C,R) as two independent stereo pairs (L ,CL) and (CR ,R).  Use foreground segmentation to consider only one half to one third of the pixels in the reference image CR. This makes it feasible to calculate the entire correlation profile for each pixel one at a time. To calculate the sum of correlation scores precompute a lookup table of the location (uCL ,vCL) in CL corresponding the current pixel in CR (based on the right-left rectification relationship).  Also compute a linear approximation for the disparity dL = M(uCR ,vCR) × dR+b(uCR ,vCR) at [uCL ,vCL] which arises from the same depth point as [uCR ,vCR ,dR]. Calculate the correlation score corrR(uCR ,vCR ,dR) and look up the corresponding [uCL ,vCL] and compute dL.  Then calculate the correlation score corrL(uCL ,vCL ,dL). Select the disparity dR which optimizes corrT = corrL(uCL ,vCL ,dL) + corrR(uCR ,vCR, dR). 13/32
  • 16. The method can be summarized as follows: Pixel-wise Trinocular Stereo Step 1: Pre-compute lookup table for CL locations corresponding to CR locations, and dL approximation lookup tables M and b. Step 2: Acquire image triple (L,C,R). Step 3: Rectify (L ,CL) and (CR ,R) independently Step 4: Calculate foreground mask for CR and R Step 5: For every foreground pixel CRmask(u,v) Step I: For every disparity dR € Dr If Rmask(u + dR ,v) € foreground Step i: compute corrR(uCR ,vCR ,dR) Step ii: lookup [uCL ,vCL] Step iii: compute dL = M(uCR ,vCR) × dR + b(uCR ,vCR) Step iv: compute corrL(uCL ,vCL ,dL ) Step v: corrT = corrL + corrR Step vi: If corrT is a peak Step 1: Fit parabola to find sub-pixel correlation peak and disparity adjustment dadj Step 2: Update corrbest = corrT , dbest = dR + dadj Step 6: Goto 2 14/32
  • 17. 3D VIDEO TRANSMISSION • Compress the 3D images constructed • Reasons to compress: save storage space, conserve bandwidth, and speed up application software. • The algorithm used is Modern Driven Compression Algorithm. • It is a lossy compression algorithm. • Lossy compression algorithms remove small details that require a large amount of data to store at full fidelity. • In lossy compression, impossible to restore the original file due to the removal of essential data. • This scheme uses motion JPEG for color compression and the run length coding plus Huffman coding for depth compression. 15/32
  • 18. Color Compression Motion JPEG uses JPEG still image compression on each frame separately. Depth Compression •The depth information of an entire frame compressed using Run Length Encoding (RLE) followed by Huffman coding. •RLE is used to avoid spatial redundancy in transmitted image of an object against a blank background. •Huffman coding is used because the result of RLE is a set of symbols that have varying frequencies. 16/32
  • 19. Schematic diagram of the compression algorithm 17/32 Schematic diagram of the decompression algorithm
  • 20. • After the compression is done, the images are ready to be transmitted to the receiver. • Following the flow of information tele-immersion depends on intense data processing at each end of a connection, mediated by high performance network. • From the sender: Parallel processors accept visual inputs from the cameras and reinterpret the scene as a 3-Dimensional computer model. • To the receiver: Specific rendering of remote people and places are synthesized from the model as it is received to match the point of view of each eye of a user. The whole process repeats many times a second to keep up with the user head motion. 18/32
  • 21. 19/32
  • 23. BASIC REQUIREMENTS • Display technologies: stereo immersive displays would have to present a clear view of the scenes being transmitted. • Haptic sensors: would allow to touch projections as if they were real. • Desktop supercomputers: would perform the trillions of calculations needed to create a holographic environment. A network of computers that share power could also possibly support these environments. • Ceiling headtracker: used to measure the head position • 3D stereo glasses: would allow the user to view the remote stereo displayed 3D scene. 21/32
  • 24. • Tele-cubicle : 1. A tele-cubicle is an office that appear to be one quadrant in a larger shared virtual space. 2. It consists of a stereo immersive desk surface and two stereo-immersive wall surfaces. 3. These three display surfaces join to form a virtual conference table in the centre. 4. Allowing the realistic inclusion of tele-immersion into the work environment taking up the usual amount of desk space. 5. The main idea behind this work came directly from the Tele- Immersion meeting on July 21 ,1997 at the Advanced Network Office. 22/32
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  • 26. 24/32
  • 27. Haptic sensors: Miniaturized force/torque sensors • Haptic means that relating to or based on the sense of touch. • External finger forces are measured by placing force sensing pads at the fingertips. • An optical sensor mounted on the fingernail detects the force. This allows the human to touch the environment with bare fingers and perform fine, delicate tasks using the full range of haptic sense. • Specifically, the fingernail is instrumented with miniature light emitting diodes (LEDs) and photo detectors in order to measure changes in the reflection intensity when the fingertip is pressed against a surface. The changes in intensity are then used to determine changes in the blood volume under the fingernail. 25/32
  • 28. • The algorithm used for haptic rendering is God-object or Proxy paradigm. • A god object or proxy is a conceptual point restricted to the object and its position at every single moment is closest to the virtual representation of the virtual fingers. • As long as the user is away, no force will be executed. • Once the user penetrates the virtual object, force will be calculated proportionally to the distance b/w the proxy and the position of the user’s virtual representation. • Force can be calculated using the spring approach b/w the god object and the representations of every finger. Thus the total force has a tangential component. • Applying the method to all contact points, total force and torque to the virtual object can be calculated. • Hence the object can be moved and rotated as desired. 26/32
  • 30. APPLICATIONS 1. Uses in Education: In education, tele-immersion can be used to bring together students at remote sites in a single environment relationship among educational institutions which could improve tremendously in the future with the use of tele-immersion. 2. Future Office: Tele-immersion can be used to provide an office like environment to business professionals in the near future. 28/32
  • 31. 3. Medicine: With the help of tele-immersion, 3D surgical learning for virtual operation is possible. Recently, teleconferencing has been used in medicine. 4. Industrial design, 7. Army Training architectural, evaluation 8. Art and Entertainment 5. Interactive Scientific 9. Virtual game Visualization 10. Industrial Design 6. Architectural Review and Evaluation 29/32
  • 32. FUTURE APPLICATIONS • Remote Learning & Training • 3D Motion Capture of Body Segments • 3D CAD Design • Entertainment (For foodies – McDonalds’ is trying to use Tele- Immersion for organizing family dinners and parties for people at different locations !!) • Training for complex and hazardous tasks where physical virtual interactions are the key component 30/32
  • 33. PROBLEMS • Quality of transmitting multimedia and Tele-immersion data streams over the internet is affected by high packets loss rates. • Expensive • High network bandwidth required . • High speed internet is required (at least 60 MBPS) 31/32
  • 34. BIBLIOGRAPHY • Trinocular Stereo: A Real-Time Algorithm and its Evaluation Jane Mulligan (University of Colorado) , Volkan Isler (University of Pennsylvania), Kostas Daniilidis (University of Pennsylvania) http://repository.upenn.edu/cis_papers/79 • Real Time 3D Video Compression for Tele-Immersive Environments Zhenyu Yang, Yi Cui, Zahid Anwar, Robert Bocchino, Nadir Kiyanclar, Klara Nahrstedt, Roy H. Campbell (University of Illinois) https://www.ideals.illinois.edu/bitstream/handle/2142/11085/Real- Time%203D%20Video%20Compression%20for%20Tele- Immersive%20Environments.pdf?sequence=2 • Tele-Immersion As a Positive Alternative of The Future Glasenhardt, S., Cicin-Sain, M., Capko, Z. (University of Rijeka) http://ieeexplore.ieee.org/ielx5/8683/27508/01225352.pdf?tp=&arnumber =1225352&isnumber=27508 • www.google.com • www.wikipedia.com 32/32
  • 36. THE EPIPOLAR GEOMETRY C,C’,x,x’ and X are coplanar
  • 37. EXAMPLES OF EPIPOLAR LINES BACK