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ISSN 1673-9418 CODEN JKYTA8 Journal of Frontiers of Computer Science and Technology 1673-9418/2011/05(06)-0481-12 DOI: 10.3778/j.issn.1673-9418.2011.06.

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Depth Camera in Computer Vision and Computer Graphics: An Overview*


XIANG Xueqin, PAN Zhigeng+, TONG Jing
State Key Lab of Computer Aided Design and Computer Graphics, Zhejiang University, Hangzhou 310058, China + Corresponding author: E-mail: zgpan@cad.zju.edu.cn

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XIANG Xueqin, PAN Zhigeng, TONG Jing. Depth camera in computer vision and computer graphics: an overview. Journal of Frontiers of Computer Science and Technology, 2011, 5(6): 481-492. Abstract: An increasing number of applications depend on accurate and fast 3D scene analysis, such as geometry reconstruction, collision prevention, mixed reality, and gesture recognition. The acquisition of a range map by imagebased analysis or laser scan techniques is still time-consuming and expensive. Emerged as an alternative device to measure distance, depth camera enjoys some advances, e.g., lower price and higher photo speed, that have not be
*The National Natural Science Foundation of China under Grant No. 60970076 (); the National High-Tech Research and Development Plan of China under Grant No. 2009AA062704 ((863)). Received 2011-02, Accepted 2011-04.

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made in traditional 3D measuring systems. Recently, significant improvements have been made in order to achieve low-cost and compact depth camera devices that have the potential to revolutionize many fields of research, including computer vision, computer graphics and human computer interaction (HCI). These technologies are also starting to attract many researchers working for academic or commercial purposes. This paper gives an overview of recent developments in depth camera technology and discusses the current state of the integration of this technology into various related applications in computer vision and computer graphics. Key words: depth camera; computer vision; computer graphics

Introduction

Acquiring 3D geometric information from real environments is an essential task for many applications in computer vision and computer graphics. Numerous assignments, such as cultural heritage preservation, augmented reality and human computer interaction, obviously favors simple and accurate devices for realtime range image acquisition. Unfortunately, even for static scenes, there exists no low-priced off-the-shelf system, which can provide good quality, high resolution distance information in real time. Laser scanning techniques, which merely sample a scene row by row with a single laser device, are rather time-consuming and therefore infeasible for dynamic scenes. Stereo vision systems are rather limited: they are known to be quite fragile in practice (e.g., due to lack of texture). Being a newly developed distance measuring hardware, the depth camera technology opens a new epoch for 3D geometric information acquisition. Unlike other 3D systems, the depth camera is very compact and it has already fulfilled most of the above stated features, such as full range field and high photo speed, that are desired for real-time distance measurement.

There are two main approaches employed currently in depth camera technology. The first one is based on the time-of-flight (ToF) principle, measuring time delay between transmissions of a light pulse. Some solutions utilize modulated, incoherent light with radio frequency (RF) carrier, then measure the phase shift of that carrier on the receive side (e.g., the Photonic Mixer Devices (PMD)[1] and Swiss Ranger 4000[2]). With phase unwrapping algorithms, the maximum uniqueness range can be increased. The Swiss Ranger 4000 (http://www.mesa-imaging.ch, Fig.1 (a)) has ranges of 5 or 10 meters, with 176144 pixels. The PMD (http://www.pmdtec.com, Fig.1 (b)) can provide ranges up to 60 meters. On the other hand, the 3DV Inc. cameras (http://www.3dvsystems.com)[3] and Canesta 3D cameras (http://www.canesta.com) are range-gated systems using Medinas design[4], and indirectly measure the time of flight using a fast shutter technique. The second approach is based on the light coding, projecting a known infrared pattern onto the scene and determining depth based on the patterns deformation captured by an infrared CMOS imager. This driven by a single-chip custom-silicon solution, e.g., PrimeSensor (http://www.primesense.com, Fig.1 (c)), can produce

Fig.1 Different types of depth camera 1

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depth image up to 640480 pixels with a maximum throughput of 60 f/s. And recently popular Microsoft Kinect sensor (http://www.xbox.com/kinect, Fig.1 (d)) also uses light coding for depth measuring. The overview gives a summary on the depth camera measurement principles (Section 1). Sections 2 and 3 discuss sensor calibration issues and basic concepts in terms of image processing and sensor fusion. Section 4 focuses on applications for geometric reconstruction, human-oriented applications, and interaction based on depth cameras. Finally, Section 5 draws a conclusion and gives a perspective on future work of depth camera related research and applications.

Calibration

Fig.2 Multi-sensor calibration in [10] 2 [10]

Depth cameras use standard optics to focus the reflected active light onto the chip. Thus, it is important that classical intrinsic calibration is required to compensate effects like shifted optical centers and lateral distortion. For depth camera with relatively high resolution, i.e., 176144, standard calibration techniques[5] can be used. For low resolution sensors, Beder[6] has proposed an optimization approach based on analysisby-synthesis. To evaluate the error of the depth camera, acquisition of reference data (ground truth) is a non-trivial task. Previous approaches use track lines[7], which unfortunately need cost intensive experiment. Alternative techniques use image based approach to estimate the extrinsic parameters of the sensor with respect to a reference plane, e.g., a checkerboard[8]. Considering the systematic measurement error, first approach[9] assumed a linear deviation with respect to the objects distance. Then, this systematic depth error can be corrected using look-up-tables[10] or B-splines[5]. Since the systematic error behaves quite similar for different sensor types[11], it was a significant improvement when Zhu et al.[10] combined ToF sensor with passive stereo (See Fig.2) for getting high accuracy depth maps. Their approach is based on the observation that ToF sensors have error characteristics which are complementary to passive stereo. Unfortunately, the captured range data are typically contaminated by noise. The noise level of the distance measurement depends on the amount of incident active light. Also, an additional depth error related to the intensity color is observed[11], i.e., object regions with

low near-infrared reflectivity (NIR) have a non-zero mean offset compared to regions with high reflectivity. In [8] the systematic and the intensity-related errors were compensated using a bivariate correction function based on B-splines directly on the distance values, assuming both effects to be coupled. Alternatively, Chan et al.[12] proposed an adaptive multi-lateral filter that takes into account the inherent noisy nature of real-time depth data. Regarding the multiple reflections, the authors in [1314] proposed a model for multiple reflections as well as a technique for correcting the related measurements. It is assumed that the perturbation component due to multiple reflections outside and inside the camera depends on the scene and the camera construction, respectively. Therefore, the spatial spectral components consist mainly of low spatial frequencies, which can be compensated using a genuine model of the signal as being complex with the amplitude and the distance as modulus and argument. In a word, this model is useful if an additional light pattern can be projected on the object. The device manufacturers also attempt to reduce the motion artifacts, which are mainly caused by the latency between the individual exposures for the four phase images. However, the problem remains and might be solved by motion-compensated integration of the individual measurements or motion deblurring method[15].

3 Range Image Processing and MultiSensor Fusion


Before using the range data from a depth camera,

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usually some pre-processing of the input data is required. In current generation, these sensors provide noise-contaminated range data of comparably low image resolution (e.g., only up to 176144 for Swiss Ranger 4000). For the purpose of removing outliers caused by random noise, bilateral filter is typically used to refine the range data[16]. To upsample the resolution of depth camera, most approaches are based on the main assumption that depth discontinuities are often related to color changes in the corresponding color image. In [17], Markov random field (MRF) was first designed based on the low resolution depth maps and the high resolution camera images. Unfortunately, this method gives promising spatial resolution enhancement only up to 10. Yang et al.[18] then presented a method that models a cost volume of depth probability and iteratively applies bilateral filter[16] to refine the cost volume. Another recent method[2] utilized exclusively depth maps, without color image aid: a sequence of low resolution depth maps of same scene is aligned and then merged together to obtain a single depth map with improved resolution. But this method is restricted to static scenes acquisition. Then, we therefore presented a simple pipeline[19] to enhance the quality as well as improve the spatial and depth resolution of range data in real time (See Fig.3). Similarly, by using information from one or more additional high resolution vision cameras, Tian et al. [20] considered the problem of upsampling a low resolution depth map generated by a range camera to provide an accurate high resolution depth map from the viewpoint of one of the vision cameras.

Fig.3 Depth camera data denosing 3

From a practical point of view, a higher resolution is need for color than for depth information. Therefore different combinations of high resolution video cam-

eras and lower resolution depth cameras have been studied. Many researchers use a binocular combination of a depth camera with one[16] or several RGBcameras[21] to upsample the low resolution ToF data with high resolution color information. This fixated sensor combinations make it available to compute the rigid 3D transformation between the optical centers of both sensors (external calibration) and intrinsic camera parameters of each sensor. Utilizing this transformations the 3D points provided by the depth camera are co-registered with the 2D image, thus color information can be assigned to each 3D point. There are also a number of monocular systems, which combine a depth camera with a conventional image sensor. They have the advantage of making data fusion easier but requiring more sophisticated optics, hardware and algorithm. The currently released Microsoft Kinect is a good example of monocular 2D/3Dcamera aimed at video game. The device features an RGB camera and depth sensor running proprietary software, which provides the capabilities of full-body 3D motion capture, facial recognition and voice recognition. Another research direction investigates on combining depth cameras with classical stereo techniques. In [22], it has been first shown that a ToF-stereo combination can greatly speed up the stereo algorithm while helping to manage textureless regions. A global data fusion algorithm that incorporates the belief propagation for depth from stereo images and the ToF depth data was proposed by [10]. They combine both depth estimates with an MRF to obtain a fused superior depth map. For those that are interested in more technical details, please refer to [23] where authors built a hybrid camera system composed of a stereoscopic camera and a time-of-flight depth camera to generate high-quality and high-resolution video-plusdepth. A recent technique[24] for improving the accuracy of range maps measured by ToF-cameras is based on the observation that the range map and intensity image are not independent but are linked by the shading constraint: If the reflectance properties of the surface are known, a certain range map implies a corresponding intensity image (See Fig.4). The main limitation of this method is that it does not cope well with range discontinuities. But it will be possible overcome by ignoring any mesh triangle that straddles range discontinuities.

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Fig.4

3D reconstruction of a human face using shading constraint 4

Fig.5

3D reconstruction based on depth camera 5

4 Applications of Depth Camera 4.1 Geometry Extraction and 3D Reconstruction


Depth cameras typically record surroundings at high photo speed, e.g., up to 30 f/s for Microsoft Kinect. Thus, these sensors are especially well suited for directly capturing 3D scene geometry in static and even dynamic environments. A 3D map of the environment can be captured by sweeping the depth camera and registering all scene geometry into a consistent reference coordinate system[25]. Kim et al.[26] have proposed an integrated multi-view sensor fusion approach that combines information from multiple color cameras and multiple ToF depth sensors. They first combined multi-view ToF sensor measurements to obtain a coarse but complete model. Then, the initial model is refined by means of a probabilistic multi-view fusion framework, optimizing over an energy function that aggregates ToF depth sensor information with multi-view stereo and silhouette constraints. Fig.5 (a) and (b) show a sample acquired with this kind of approach. For high quality 3D reconstruction, Fuchs et al.[27] investigated how well the known 3D geometry of a cube was reconstructed with ToF sensors information.

Guan et al.[28] presented a system that combines multiple ToF cameras with a set of video cameras to simultaneously reconstruct dynamic 3D objects with shape-from-silhouettes and range data. After defining sensing models for each type of sensors, they solved the reconstruction problem robustly by using Bayesian inference. A probabilistic ad hoc fusion algorithm[2930] was then derived in order to obtain relatively high quality 3D construction result from the information of both the ToF camera and the stereo-pair. According to experimental results, this ad hoc fusion algorithm leaded to a very accurate calibration suitable for the fusion algorithm, that, in turn, allowed for precise extraction of the depth information. On the other hand, the low resolution and small field of views of a depth camera can be merged or aligned together to utilize additive information among these scenes. Cui et al.[31] described a method for 3D object scanning by aligning depth scans that are taken from around an object with a time-of-flight camera (See Fig.5 (c)). This new easy-to-use 3D object scanning approach makes it applausible in 3D reconstruction. Also, high quality 3D reconstruction can be achieved by utilizing a structure from motion (SFM) approach[3233]. The inherent problem of SFM, however, is that no metric scale is available. This can be

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solved by the metric properties of the depth measurements[34]. Thus, the SFM approach allows to reconstruct metric scenes with high resolution at interactive rates, e.g., for 3D map building and navigation[35]. Since color and depth can be obtained simultaneously, free viewpoint rendering is easily incorporated using depth compensated warping[36].We also propose a 3D reconstruction method for non-rigid object using one depth camera[37], and then extend this method to scan hairstyle[38] (See Fig.6).

0.1 mm. Thus, it is clearly competitive with other image based approaches[41]. A further paper[42] used ToF cameras to monitor respiration during sleep and detect sleep apnea. Currently, ToF cameras were reported in [43] to identify person facial identification from single-view on real depth images acquired with an off-the-shelf 3D time-of-flight depth camera. Some medical applications such as cancer treatment require a repositioning of the patient to a previously defined position. Depth cameras have been used in such situation to solve the problem by segmenting the patient body and registering a rigid 3D-3D surface registration[44]. Also, in iris capturing scenario, it has been reported that[45], depth sensor (See Fig.7 (a)) was used in iris deblurring algorithm for less intrusive iris capture while improving the robustness and nonintrusiveness for iris capture.

Fig.6 6

Hairstyle scanning using one depth camera

Simultaneous reconstruction of a scene with wide field of view and dynamic scene analysis can be accomplished by jointly combining a depth/color camera pair on a computer-driven pan-tilt unit and by scanning the environment in a controlled manner. When scanning the scene, a 3D panorama can be achieved by stitching both depth and the color images into a common cylindrical or spherical panorama. Therefore, from the center point given by the position of the pan-tilt unit, a 3D environment model can be finally reconstructed in a preparation phase. Dynamic 3D scene content like person movements can then be acquired online by adaptive object tracking with the camera head[39].

Fig.7 Human-oriented applications using depth camera 7

4.2

Human-Oriented Analysis

A number of human-oriented applications based on depth cameras have been made in last few years. For example, ToF camera systems can be successfully used to detect respiratory motion of human persons[40]. Possible samples are emission tomography where respiratory motion may be the main reason for image quality degradation. In such cases, ToF camera systems can detect the three dimensional, markerless, real-time respiratory motion with an accuracy of

Depth cameras are also useful in motion detection. In [46], Liao et al. first utilized a single depth camera to reconstruct complete 3D deformable models (e.g., human body) over time, provided that most parts of the models are observed by the camera at least once. Unlike well-studied structure from motion method, their approach can tackle time-varying objects deforming arbitrarily but predictably. Acting like a touch sensor, depth cameras were used to touch on a tabletop[47]. Automatic detection and pose estimation of humans is an important task in human computer interaction (HCI). In [48], Jain and Subramanian presented a model based approach for detecting and estimating human pose by fusing depth and RGB color data from monocular view. A further study was released by Ganapathi et al. in [49] where they derive an efficient

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Fig.8

Overview of the algorithm in [53] 8 [53]

filtering algorithm for markerlessly tracking human pose in real time, using a stream of monocular depth images (See Fig.7 (b)). The key idea lies in their approach is to combine an accurate generative model which is achievable using programmable graphics hardware with a discriminative model that feeds data driven evidence about body part locations. Since the accurate real-time tracking of humans and other articulated bodies has enticed researchers for many years, their work opens a new door for the large number of useful applications. Most recently, Shotton et al.[50] proposed a new method to quickly and accurately predict 3D positions of body joints from a single depth image, using no temporal information. By breaking the whole skeleton into parts, their system can run at 200 f/s on consumer hardware (i.e., Microsoft Kinect), while achieving state of the art accuracy.

4.3

User Interaction and User Tracking

Depth cameras have an obvious potential for interactive systems such as alternative input devices, games, animated avatars etc. In an early literature[51], Oggier et al. have used a ToF-camera to track the hand and thereby allow for touch-free interaction in a large virtual interactive screen. Soutschek et al.[52] then presented a similar application for a touch-free navigation in a 3D medical visualization. User interaction often requires image matting operation, since it wants to extract an interesting object by recovering per-pixel opacity from its background. More recently, Zhu et al.[53] proposed an automatic matting technique by combining a ToF camera with a stereo. The key idea of their method is to fuse information from the ToF sensor and the stereo camera to jointly optimize depth map and alpha matte iteratively.

Fig.8 shows the overview of their method. For more details we refer the reader to [53]. Recently, many works consider the application of depth camera for user tracking and man-machineinteraction. Tracking people in a smart room, i.e. multi-modal environments where the audible and visible actions of people inside the rooms are recorded and analyzed automatically, can benefit from the using of ToF-sensors[22]. Another different tracking approach has been discussed in [54]. Here, only one ToF-sensor is utilized to observe a scene at an oblique angle. As for tracking non-rigid objects, in particular human faces, Cai et al.[55] proposed a regularized maximum likelihood deformable model fitting (DMF) algorithm for 3D face tracking with a commodity depth camera. They regulated the noisy depth data in the ICP framework by using a novel l1 regularization scheme. Fig.9 demonstrates some tracking results using their algorithm.

Fig.9

Example tracking results using the algorithm in [55] 9 [55]

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Depth cameras have also been successfully used in the real-time markerless three dimensional interaction, by detecting hand gestures and movements[56]. Holte et al.[57] first used depth cameras for gesture recognition, where only range data were used. In [58], motion was detected using band-pass filtered difference range images. Then, they extended this to full body gesture recognition using spherical harmonics[59]. The incorporation of depth camera in automotive applications has been studied in [59], where a system design for parking assist and backup has been presented. Swadzba et al.[60] also used ToF sensors to set up an environment model and localize human interaction partners. This has been accomplished by tracking 3D points using an optical flow approach and a weak object model with a cylindrical shape. In [61] a system to control an industry robot by gestures has been described. Most recently, it has been reported[62] that depth camera is used for high speed running car tracking in outdoor environments. The approach is flexible and can generate depth maps with increased spatial and temporal resolution for both static and dynamic scenes. For purpose of developing natural means of controlling humanoid robots, Halit et al.[63] presented a new humanoid robot control and interaction interface that uses depth images and skeletal tracking software to control the navigation, gaze and arm gestures of a humanoid robot.

Since depth cameras can capture depth maps in real time, it is natural to use these cameras to reconstruct object geometry. However, depth cameras deliver rather inaccurate distance measurements compared to, for example, laser range scanners. The field of user-interaction and user tracking has been well studied in the last two years, resulting in a number of significant improvements in robustness and functionality based on the incorporation of depth cameras. Also, incorporation of depth cameras for humanoriented applications has become a new trend, attracting many researchers in area of medical diagnosis, biomedical authentication and so on. Looking into future, we confirm that the growing interest in depth camera technology, the ongoing development of sensor hardware, and the increasing amount of related work on the real-time range data processing algorithms will soon result in further solutions of the discussed problems and extend applications of depth cameras.

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Conclusion and Future Work

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XIANG Xueqin was born in 1981. He is a Ph.D. candidate at Zhejiang University. His research interests include computer vision and depth camera, etc. (1981), , , , ,

PAN Zhigeng was born in 1965. He is a professor and doctoral supervisor at Zhejiang University, and the senior member of CCF. His research interests include virtual reality, human animation, human-computer interaction and edutainment, etc. (1965), , , , CCF , , , ,

TONG Jing was born in 1981. He is a Ph.D. candidate at Zhejiang University. His research interests include computer graphics and 3D animation, etc. (1981), , , , ,

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