Server
Receiver
View direction
change
View position
change
Figure 1: View direction and view position change.
Server
Receiver
Real camera image is
imported for player region
Background and ball are
rendered by CG
Figure 2: Combination of CG and video.
commercially available.
Omnidirectional Camera: Cameras that can capture
omnidirectional views havealso been released and are
commercially available. They enable users to obtain
arbitrary viewing angle directions from the camera’s
view point. The ease with which they capture images
and provide immersive experience due to their wide
field of view is a significant advantage. The advan-
tage of having an omnidirectionalvideo is particularly
relevant in cases where the viewing angle changes
markedly as one hit a ball back, as shown in the vol-
leyball example in Fig. 1.
A number of research groups and companies have
released omnidirectional stereo video synthesis sys-
tems (Zhu, 2001) that use sets of multiple cameras.
There are also systems that use a single 3D camera,
but there is one major difficulty with them: it is very
difficult to change the view position. This is because
these systems capture videos from the point where
the camera is placed.
Combination of 3D Modeling and CG: To support
changes in view positions and angles, one possible so-
lution is using CG (computer graphics) as a basis for
3D modeling of a sports field. Because the shapes and
sizes of sports fields are determined by regulations,
3D modeling them becomes relatively easy. In ad-
dition, recent developments in computer vision tech-
niques have made it possible to ascertain ball trajec-
tories in some sports. For example, the Hawk-Eye
system shows ball trajectories in tennis and the “track
man” system does the same for baseball.
An example for volleyball is shown in Fig. 2.
In this example, to generate receiver’s view, only the
server is rendered by using captured video, and the
rest of the scene, i.e., the background and playing
field, is rendered by using CG.
3.2 Presentation Method
To provide immersive experience, we examine the
following three representation methods, which are
listed in Table 1.
3D Display: In this decade, many 3D movies and
their DVDs have been released. This has made it
possible for people to get 3D display devices without
difficulty. The most popular devices of this sort
are 3D TV sets and 3D projectors. Systems using
these devices are the easiest way for users to enjoy
immersive experience; all that is needed is a pair of
3D glasses.
CAVE: The aforementioned cave automatic virtual
environment (CAVE) is known as a representative
method for providing immersive virtual reality
experience. This environment usually comprises a
small room whose walls are rear-projected screens.
When users go into the CAVE, they feel as if they are
standing on the place created by projected images.
Since the projected images change depending on
the usersf viewpoint, in the common CAVE system
it is necessary to capture users’ view position and
rotation. Thus, CAVE is an extensive and expensive
solution.
HMD: Recent years have seen head mounted dis-
plays (HMDs) become increasingly popular. These
displays intuitively control view positions and angles
by tracking head position and rotation. The Oculus
Rift DK2 supports head tracking by means of a sup-
plemental tracking camera that has a tracking range
from 0.4 to 2.5 meters for horizontal angles within 74
degrees and vertical angles within 54 degrees.
A well knowneasier solution is Google cardboard,
which uses a smartphone and a gyrometer to detect
view angles. Although it does not support view posi-
tion changes, it still provides a nice intuitive immer-
sive experience.
4 IMPLEMENTATION
We implemented two combinations from among the
potential solutions described above. The first one is
capturing 3D video by using a 3D camera and dis-
playing the video on a 3D display (3D camera + 3D
display). The second one is synthesizing a whole 3D
model of a sports field and showing view dependent
images from the model on a HMD (3D CG + HMD).
Detailed analysis is needed for these combinations,
but in this paper we only describe intuitive findings