Volumetric capture
Volumetric capture
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Volumetric capture

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Volumetric capture

Volumetric record or volumetric video is a technique that records a three-dimensional space, such as a location or performance. This type of volumography acquires data that can be visualized as 2D projections as well as using 3D displays and VR headset. Consumer-facing formats are numerous and the required motion capture techniques lean on computer graphics, photogrammetry, and other computation-based methods. The viewer generally experiences the result in a real-time engine and has direct input in exploring the generated volume.

Recording talent without the limitation of a flat screen has been depicted in science-fiction for a long time. Holograms and 3D real-world visuals have featured prominently in Star Wars, Blade Runner, and many other science-fiction productions over the years. Through the growing advancements in the fields of computer graphics, optics, and data processing, this fiction has slowly evolved into a reality. Volumetric video is the logical next step after stereoscopic movies and 360° videos in that it combines the visual quality of photography with the immersion and interactivity of spatialized content and could prove to be the most important development in the recording of human performance since the creation of contemporary cinema.

Creating 3D models from video, photography, and other ways of measuring the world has always been an important topic in computer graphics. The ultimate goal is to imitate reality in minute detail while giving creatives the power to build worlds atop this foundation to match their vision. Traditionally, artists create these worlds using modeling and rendering techniques developed over decades since the birth of computer graphics. Visual effects in movies and video games paved the way for advances in photogrammetry, scanning devices, and the computational backend to handle the data received from these new intensive methods. Generally, these advances have come as a result of creating more advanced visuals for entertainment and media, but have not been the goal of the field itself.

LIDAR scanning describes a survey method that uses laser-sampled points densely packed to scan static objects into a point cloud. This requires physical scanners and produces enormous amounts of data. In 2007 the band Radiohead used it extensively to create a music video for "House of Cards", capturing point cloud performances of the singer's face and of select environments in one of the first uses of this technology for volumetric capture. Director James Frost collaborated with media artist Aaron Koblin to capture 3D point-clouds used for this music clip, and while the final output of this work was still a rendered flat representation of the data, the capture and mindset of the authors was already ahead of its time. Point clouds, being distinct samples of three-dimensional space with position and color, create a high fidelity representation of the real world with a huge amount of data. However, viewing this data in real-time was not yet possible.

In 2010 Microsoft brought the Kinect to the market, a consumer product that used structured light in the infrared spectrum to generate a 3D mesh from its camera. While the intent was to facilitate and innovate in user input and gameplay, it was very quickly adapted as a generic capture device for 3D data in the volumetric capture community. By projecting a known pattern onto the space and capturing the distortion by objects in the scene, the result capture can then be computed into different outputs. Artists and hobbyists started to make tools and projects around the affordable device, sparking a growing interest in volumetric capture as a creative medium.

Researchers at Microsoft then constructed an entire capture stage using multiple cameras, Kinect devices, and algorithms that generated a full volumetric capture from the combined optical and depth information. This is now the Microsoft Mixed Reality Capture Studio, used today as part of both their research division and in certain select commercial experiences such as the Blade Runner 2049 VR experience. There are currently three studios in operation: Redmond, WA; San Francisco, CA; and London, England. While this remains a very interesting setup for the high-end market, the affordable price of a single Kinect device led more experimental artists and independent directors to become active in the volumetric capture field. Two results from this activity are Depthkit and EF EVE™. EF EVE™ supports unlimited number of Azure Kinect sensors on one PC giving full volumetric capture with easy setup. It also has automatic sensors calibration and VFX functionality. Depthkit is a software suite that allows the capture of geometry data with one structured light sensor including the Azure Kinect, as well as high quality color detail from an attached witness camera.

Photogrammetry describes the process of measuring data based on photographic reference. While being as old as photography itself, only through advances over the years in volumetric capture research has it now become possible to capture more and more geometry and texture detail from a large number of input images. The result is usually split into two composited sources, static geometry and full performance capture. For static geometry, sets that are captured with a large number of overlapping digital images are then aligned to each other using similar features in the images and used as a base for triangulation and depth estimation. This information is interpreted as 3D geometry, resulting in a near-perfect replica of the set. Full performance capture, however, uses an array of video cameras to capture real-time information. Those synchronized cameras are then used frame-by-frame to generate a set of points or geometry that can be played back at speed, resulting in the full volumetric performance capture that can be composited into any environment. In 2008, 4DViews installed a first volumetric video capture system at DigiCast studio in Tokyo (JP). Later in 2015, 8i contributed in the field, and recently Intel, Microsoft, and Samsung have joined in by creating their own capture stages for performance capture and photogrammetry.

As volumetric video developed into a commercially applicable approach to environment and performance capture, the ability to move about the results with six degrees of freedom and true stereoscopy necessitated a new type of display device. With the rise of consumer-facing VR in 2016 through devices such as the Oculus Rift and HTC Vive, this was suddenly possible. Stereoscopic viewing and the ability to rotate and move the head as well as move in a small space allows immersion into environments well beyond what was possible in the past. The photographic nature of the captures combined with this immersion and the resulting interactivity is one giant step closer to being the holy grail of true virtual reality. With the rise of 360° video content, the demand for 6-DOF capture is rising, and VR in particular drives the applications for this technology, slowly fusing cinema, games and art with the field of volumetric capture research. Volumetric video is currently being used to deliver virtual concerts via the Scenez application on Meta Quest and Apple Vision Pro Devices.

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