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International Journal of Digital Multimedia Broadcasting
Volume 2010, Article ID 247108, 12 pages
http://dx.doi.org/10.1155/2010/247108
Research Article

Multicamera Real-Time 3D Modeling for Telepresence and Remote Collaboration

1INRIA Grenoble, 655 avenue de l'Europe, 38330 Montbonnot Saint Martin, France
2Université de Grenoble , LIG, 51 avenue Jean Kuntzmann, 38330 Montbonnot Saint Martin, France
34D View Solutions, 655 avenue de l'Europe, 38330 Montbonnot Saint Martin, France
4INRIA Lille-Nord Europe, LIFL, Parc Scientifique de la Haute Borne, 59650 Villeneuve d'Ascq, France
5Université Bordeaux, LaBRI, INRIA Sud-Ouest, 351 cours de la Libération, 33405 Talence, France
6INRIA Grenoble, LIG, 51 avenue Jean Kuntzmann, 38330 Montbonnot Saint Martin, France
7Université de Grenoble, LJK, INRIA Grenoble, 655 avenue de l'Europe, 38330 Montbonnot Saint Martin, France

Received 1 May 2009; Accepted 28 August 2009

Academic Editor: Xenophon Zabulis

Copyright © 2010 Benjamin Petit et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

Abstract

We present a multicamera real-time 3D modeling system that aims at enabling new immersive and interactive environments. This system, called Grimage, allows to retrieve in real-time a 3D mesh of the observed scene as well as the associated textures. This information enables a strong visual presence of the user into virtual worlds. The 3D shape information is also used to compute collisions and reaction forces with virtual objects, enforcing the mechanical presence of the user in the virtual world. The innovation is a fully integrated system with both immersive and interactive capabilities. It embeds a parallel version of the EPVH modeling algorithm inside a distributed vision pipeline. It also adopts the hierarchical component approach of the FlowVR middleware to enforce software modularity and enable distributed executions. Results show high refresh rates and low latencies obtained by taking advantage of the I/O and computing resources of PC clusters. The applications we have developed demonstrate the quality of the visual and mechanical presence with a single platform and with a dual platform that allows telecollaboration.