Sports VR content generation from regular camera feeds

Kiana Calagari, Mohamed Elgharib, Shervin Shirmohammadi, Mohamed Hefeeda

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

Abstract

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.

Original languageEnglish
Title of host publicationMM 2017 - Proceedings of the 2017 ACM Multimedia Conference
PublisherAssociation for Computing Machinery, Inc
Pages699-707
Number of pages9
ISBN (Electronic)9781450349062
DOIs
Publication statusPublished - 23 Oct 2017
Event25th ACM International Conference on Multimedia, MM 2017 - Mountain View, United States
Duration: 23 Oct 201727 Oct 2017

Other

Other25th ACM International Conference on Multimedia, MM 2017
CountryUnited States
CityMountain View
Period23/10/1727/10/17

Fingerprint

Sports
Virtual reality
Cameras
Broadcasting
Ice
Pipelines
Availability

Keywords

  • 2D-to-VR conversion
  • 360 videos
  • Virtual reality

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Media Technology
  • Computer Vision and Pattern Recognition
  • Software

Cite this

Calagari, K., Elgharib, M., Shirmohammadi, S., & Hefeeda, M. (2017). Sports VR content generation from regular camera feeds. In MM 2017 - Proceedings of the 2017 ACM Multimedia Conference (pp. 699-707). Association for Computing Machinery, Inc. https://doi.org/10.1145/3123266.3123315

Sports VR content generation from regular camera feeds. / Calagari, Kiana; Elgharib, Mohamed; Shirmohammadi, Shervin; Hefeeda, Mohamed.

MM 2017 - Proceedings of the 2017 ACM Multimedia Conference. Association for Computing Machinery, Inc, 2017. p. 699-707.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Calagari, K, Elgharib, M, Shirmohammadi, S & Hefeeda, M 2017, Sports VR content generation from regular camera feeds. in MM 2017 - Proceedings of the 2017 ACM Multimedia Conference. Association for Computing Machinery, Inc, pp. 699-707, 25th ACM International Conference on Multimedia, MM 2017, Mountain View, United States, 23/10/17. https://doi.org/10.1145/3123266.3123315
Calagari K, Elgharib M, Shirmohammadi S, Hefeeda M. Sports VR content generation from regular camera feeds. In MM 2017 - Proceedings of the 2017 ACM Multimedia Conference. Association for Computing Machinery, Inc. 2017. p. 699-707 https://doi.org/10.1145/3123266.3123315
Calagari, Kiana ; Elgharib, Mohamed ; Shirmohammadi, Shervin ; Hefeeda, Mohamed. / Sports VR content generation from regular camera feeds. MM 2017 - Proceedings of the 2017 ACM Multimedia Conference. Association for Computing Machinery, Inc, 2017. pp. 699-707
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