One of the most common ways of capturing wide eld-of-view scenes is by recording panoramic videos. Using an array of cameras with limited overlapping in the corresponding images, one can generate good panorama images. Using the panorama, several immersive display options can be explored. There is a two fold synchronization problem associated to such a system. One is the temporal synchronization, but this challenge can easily be handled by using a common triggering solution to control the shutters of the cameras. The other synchronization challenge is the automatic exposure synchronization which does not have a straight forward solution, especially in a wide area scenario where the light conditions are uncontrolled like in the case of an open, outdoor football stadium. In this paper, we present the challenges and approaches for creating a completely automatic real-time panoramic capture system with a particular focus on the camera settings. One of the main challenges in building such a system is that there is not one common area of the pitch that is visible to all the cameras that can be used for metering the light in order to nd appropriate camera parameters. One approach we tested is to use the green color of the eld grass. Such an approach provided us with acceptable results only in limited light conditions.A second approach was devised where the overlapping areas between adjacent cameras are exploited, thus creating pairs of perfectly matched video streams. However, there still existed some disparity between di erent pairs. We nally developed an approach where the time between two temporal frames is exploited to communicate the exposures among the cameras where we achieve a perfectly synchronized array. An analysis of the system and some experimental results are presented in this paper. In summary, a pilot-camera approach running in auto-exposure mode and then distributing the used exposure values to the other cameras seems to give best visual results.
Distributed interactive applications tend to have stringent latency requirements and some may have high bandwidth demands. Many of them have also very dynamic user groups for which all-to-all communication is needed. In online multiplayer games, for example, such groups are determined through region-of-interest management in the application. We have investigated a variety of group management approaches for overlay networks in earlier work and shown that several useful tree heuristics exist. However, these heuristics require full knowledge of all overlay link latencies. Since this is not scalable, we investigate the effects that latency estimation techqniues have ton the quality of overlay tree constructions. We do this by evaluating one example of our group management approaches in Planetlab and examing how latency estimation techqniues influence their quality. Specifically, we investigate how two well-known latency estimation techniques, <i>Vivaldi</i> and <i>Netvigator</i>, affect the quality of tree building.
Conference Committee Involvement (4)
Multimedia Computing and Networking 2009
19 January 2009 | San Jose, California, United States
Multimedia Computing and Networking 2008
30 January 2008 | San Jose, California, United States
Multimedia Computing and Networking 2007
31 January 2007 | San Jose, CA, United States
Multimedia Computing and Networking 2006
18 January 2006 | San Jose, California, United States