2019
DOI: 10.1109/tvcg.2019.2899231
|View full text |Cite
|
Sign up to set email alerts
|

SLAMCast: Large-Scale, Real-Time 3D Reconstruction and Streaming for Immersive Multi-Client Live Telepresence

Abstract: Fig. 1. Illustration of our novel multi-client live telepresence framework for remote collaboration: RGB-D data captured with consumergrade cameras represent the input to our real-time large-scale reconstruction technique that is based on a novel thread-safe GPU hash map data structure. Efficient data streaming is achieved by transmitting a novel compact representation of the reconstructed model in terms of Marching Cubes indices. Multi-client live telepresence is achieved by the server's independent handling … Show more

Help me understand this report
View preprint versions

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
55
0

Year Published

2019
2019
2024
2024

Publication Types

Select...
4
2
1

Relationship

2
5

Authors

Journals

citations
Cited by 72 publications
(55 citation statements)
references
References 51 publications
0
55
0
Order By: Relevance
“…constraints regarding latency and bandwidth. We demonstrate that our extensions result in compact high-quality 3D reconstructions and finally allow the immersion of more than 24 people within the same live-captured scene (beyond room-scale), thereby significantly exceeding the number of immersed persons in previous approaches [27] without adding or exchanging hardware components. In summary, the key contributions of this work are (1) an efficient novel set of filters designed to optimize the performance and scalability of current state-of-the-art telepresence systems at the example of the SLAMCast system [27], (2) an adaption of the telepresencespecific filters to standalone volumetric 3D reconstruction and (3) a comprehensive evaluation of the beneficial effect of the proposed set of filters regarding scalability, latency and visual quality.…”
Section: Figurementioning
confidence: 99%
See 2 more Smart Citations
“…constraints regarding latency and bandwidth. We demonstrate that our extensions result in compact high-quality 3D reconstructions and finally allow the immersion of more than 24 people within the same live-captured scene (beyond room-scale), thereby significantly exceeding the number of immersed persons in previous approaches [27] without adding or exchanging hardware components. In summary, the key contributions of this work are (1) an efficient novel set of filters designed to optimize the performance and scalability of current state-of-the-art telepresence systems at the example of the SLAMCast system [27], (2) an adaption of the telepresencespecific filters to standalone volumetric 3D reconstruction and (3) a comprehensive evaluation of the beneficial effect of the proposed set of filters regarding scalability, latency and visual quality.…”
Section: Figurementioning
confidence: 99%
“…In contrast, interactive telepresence for individual remote users within live-captured static scenes has been addressed by Mossel and Kröter [20] based on voxel block hash-ing [12,23]. The limitations of this system regarding high bandwidth requirements, the immersion of only a single remote user into the captured scenarios as well as network interruptions leading to loss of scene parts that are reconstructed in the meantime have been overcome in the recent SLAMCast system [27]. However, the scalability to immersing large groups of people into on-the-fly captured scenes has not been achieved so far.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…the set of updated voxel blocks that need to be streamed to the individual client. For efficient streaming to the clients, the received TSDF voxel blocks are converted to the bandwidthefficient MC voxel block representation [2] and then added to the stream sets of each connected exploration client. Here, we used a simplified version of the Marching Cubes (MC) technique [41] where the weights have been discarded.…”
Section: Servermentioning
confidence: 99%
“…Due to the significant progress in VR displays in recent years, the immersive exploration of scenes based on virtual reality systems has gained a lot of attention with diverse applications in entertainment, teleconferencing [1], remote collaboration [2], medical rehabilitation and education. The quality of immersive experience of places, while being physically located in another environment, opens new opportunities for robotic teleoperation scenarios.…”
Section: Introductionmentioning
confidence: 99%