Advances in Artificial Reality and Tele-Existence

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1 Zhigeng Pan Adrian Cheok Michael Haller Rynson W.H. Lau Hideo Saito Ronghua Liang (Eds.) Advances in Artificial Reality and Tele-Existence 16th International Conference on Artificial Reality and Telexistence, ICAT 2006 Hangzhou, China, November 29 December 1, 2006 Proceedings 13

2 Lecture Notes in Computer Science 4282 Commenced Publication in 1973 Founding and Former Series Editors: Gerhard Goos, Juris Hartmanis, and Jan van Leeuwen Editorial Board David Hutchison Lancaster University, UK Takeo Kanade Carnegie Mellon University, Pittsburgh, PA, USA Josef Kittler University of Surrey, Guildford, UK Jon M. Kleinberg Cornell University, Ithaca, NY, USA Friedemann Mattern ETH Zurich, Switzerland John C. Mitchell Stanford University, CA, USA Moni Naor Weizmann Institute of Science, Rehovot, Israel Oscar Nierstrasz University of Bern, Switzerland C. Pandu Rangan Indian Institute of Technology, Madras, India Bernhard Steffen University of Dortmund, Germany Madhu Sudan Massachusetts Institute of Technology, MA, USA Demetri Terzopoulos University of California, Los Angeles, CA, USA Doug Tygar University of California, Berkeley, CA, USA Moshe Y. Vardi Rice University, Houston, TX, USA Gerhard Weikum Max-Planck Institute of Computer Science, Saarbruecken, Germany

3 Creating Dynamic Panorama Using Particle Swarm Optimization Yan Zhang 1, Zhengxing Sun 1, *, and Wenhui Li 2 1 State Key Lab for Novel Software Technology, Nanjing University, P R China, College of Computer Science and Technology, Jilin University, P R China, szx@nju.edu.cn Abstract. The dynamic panorama keeps the advantage of providing both full view of scene in static panoramas and the dynamics of the scene, which remarkably strengthens the reality of walkthrough. This paper presents a method to create dynamic panoramas. To gain the static panorama, a multi-resolution mosaic algorithm based on Particle Swarm Optimization (PSO) is first applied to a series of photographs at one fixed point. Moving objects in the scene are then captured periodically or stochastically using a video camera, and the resulted video clips are converted into video texture. Video texture is finally registered with static panorama and combined into a compact representation. A panorama browser is also expanded to play video textures in addition to its original functions. 1 Introduction Panoramic image is a method of making use of realistic images to get a full view panoramic space. Users can use ordinary cameras to take a serial of images surrounding a scene. When there is overlap in these images, the system can then automatically create a 360 degrees panoramic image. This can provide users with the ability to observe the virtual environment, walkthrough in the virtual environment, and perceive the environment from different viewpoints and directions voluntarily [1][2]. The panorama can be applied to various kinds of fields. For example, in virtual reality, it can be used to replace complicated 3D scene modeling and rendering [1]. It is also applied in the field of video compression, video transmission [3][4] and medical science [5], etc. Although the panorama is simple to construct and can represent static scenes naturally, it is unable to show dynamic scenes. Such monotone scenes make the panorama a very noticeable artifact. In order to overcome this disadvantage, we hope to add the dynamic scene into the panorama. Then an effective method to represent dynamic scenes is needed. Continuous video is a good choice, but the limitation is that it is a very specific embodiment during a very specific period of time. So we need to repeat the video to generate a timeless one. However, this method can lead to visual discontinuity between the last frame and the first frame, and bad randomicity may also generate the repeated feeling. Many methods to solve this problem have been proposed. For example, Schodl [6] presented a video texture technique and * Corresponding author. Z. Pan et al. (Eds.): ICAT 2006, LNCS 4282, pp , Springer-Verlag Berlin Heidelberg 2006

4 Creating Dynamic Panorama Using Particle Swarm Optimization 677 Kiran [7] presented flow-based video synthesis and editing technique. But they both cannot provide panorama or large view. We present a novel method to create dynamic panoramas. We add dynamic scenes to the panorama to implement dynamic panorama. Our system first applies particle swarm optimization (PSO) based multiresolution mosaic algorithm to a series of images taken at one fixed point to get the static panorama, then captures periodically or stochastically moving objects from the scene achieved by video camera, and then implements video texture to synthesize seamless video of arbitrary length, and finally video texture is registered with the static panorama to gain the dynamic panorama. The dynamic panorama preserves both the advantage of full-view walkthrough in static panoramas and the dynamics of the scene, which remarkably strengthens the reality of walkthrough. 2 Algorithm in Creating Panorama When we synthesize panorama, two adjacent images can be overlapped by each other by approximately 50% because the tripod cannot achieve the absolutely horizontal condition, the camera may slope or turn over in the process of photographing. So one of the main problems for image mosaics is how to compute the accurate position where two images overlap. When we photograph, with the change of viewpoint and the automatic exposal, the light intensity varies greatly in different images for the same scene. So another problem for image mosaics is how to implement natural transition between two registered images, which means without obvious seams or sharp transition. Therefore, how to produce the accurate mosaic view of 360 for the circumstance using an abutting pair of images becomes our main problem [8][9][10]. In this paper, we make use of PSO to find an area, which contains sufficient objective characters in one image and find corresponding area in another image using pattern matching, and then register these images. Registered image might have obvious seam and shade difference at the line of mosaics because of the original explosion difference of images. We apply multiresolution techniques for image mosaics and finally achieve image automated seamless mosaics. 2.1 Optimized Characteristic Block Extraction Based on PSO In the first image, if we can confirm area A, then we can easily get area B using pattern matching methods in the other image, according to image overlapping theory, taking acceptable range of error into consideration. The more objective characters we are searching in area A, the more difference is required between this area and surrounding areas, and the better. Distance L 2 is the simplest and the most frequently used distance function to compare the degree of similitude of two areas. The value of L 2 is small when two areas are very similar to each other, and vise versa. For a certain area S, we can calculate four values of L 2 by comparing itself with its surrounding up, down, left and right four areas of the same size, denoted as f 1, f 2, f 3, f 4. The bigger of sum of f 1, f 2, f 3, f 4, the more difference between area S and its surrounding areas. We denote evaluation function of area S as: F= f 1 +f 2 +f 3 +f 4 (1)

5 678 Y. Zhang, Z. Sun, and W. Li The distance L 2 of according areas is: k l mn mn 2 i = { [( ( S ) ( S )) + i m= 1 n= 1 f sqrt R p R p mn mn 2 mn mn 2 ( G( ps ) G( ps )) + ( B( p ) ( )) ]} i S B psi (2) Where, S, S i are target area and its surrounding areas respectively; k, l are the width mn and height of the area. R(),G(),B() are values of three primary colors of pixels. p S is mn the pixel with the coordinate value (m,n) in area S and p S is the pixel with the coordinate value (m,n) in area S i. i For any area S in the right half of the first image, the bigger of value F, the easier we can find an area with sufficient information needed for matching searching. How to find an area S containing sufficient objective characters is a better problem and we just need a satisfied result. Therefore, we can use PSO to searching for area S. PSO is an intelligent optimized method based on iteration and was firstly proposed by Kennedy and Eberhart [11], the basic idea of which originated from the simulation of simplified social systems. When mosaic two images with overlapping areas, we randomly distribute 10 particles in the right half of the first image. The initial position is the coordinate of several pixels and we define an initial velocity of these particles. Each particle is moving in the solution space. We can find a matching area with certain characters, by adjusting the moving direction and velocity of particles using fitness function. Each particle can decide an area of 20*20, which is used to search for areas with multiobjective characters. Fig. 1 demonstrated how to find area S with sufficient characters in one image using PSO algorithm. The area in the green square is the area S we get. Fig. 1. Optimized characteristic block extraction based on PSO. (a) is characteristic patch we found using PSO algorithm and (b) is the matching patch based on this characteristic patch.

6 Creating Dynamic Panorama Using Particle Swarm Optimization 679 Our PSO-based algorithms to search for characteristic areas can be described as follows: (i). Randomly distributing 10 particles in the right half of the first area, initializing the original location of each particle and its original velocity; (ii). Calculation fitness value of areas determined by each particle, using evaluation function F; (iii). For each particle, comparing its current fitness value and the fitness value of the best location it ever passed and updating; (iv). For each particle, comparing its current fitness value and the fitness value of the best location the whole particle swarm ever passed and updating; (v). Adjusting the velocity and location of particles; (vi). The algorithm ends if termination condition, which is enough good location and biggest number of time of iteration, is met. Current global optimized position is the result. Otherwise, go to (ii). 2.2 Multiresolution Mosaic If we simply mosaic two images together using PSO algorithm, there might be an obvious seam at the splicing tape, as shown in Fig. 2. It is not permitted. We can apply multiresolution image mosaics to address this problem, in order to smooth the transition of the splicing area and get a high quality seamless image. In order to do so, we expand the original two images and apply multiresolution analysis on them to get a serial of octave like images, and at last we mosaic them at the same resolution and combine the images after image mosaics. Fig. 2. An obvious seam image Gaussian Pyramid Generation We create a region image D, at the size of mosaic image. In the region, the centers found by PSO image mosaics algorithm is used as the boundary line. We fill white in the left side of the line and black in the right. Gaussian Pyramid is applied in the region image D.

7 680 Y. Zhang, Z. Sun, and W. Li The region image is represented initially at the level G D0. This image becomes the bottom or zero level of the Gaussian pyramid. Gaussian Pyramid level 1 contains image G D1, which is a reduced or low-pass filtered version of G D0. Each value within level 1 is computed as a weighted average of values in level 0 within a 5-by-5 window. Each value within level 2, representing G D2, is then obtained from values within level 1 by applying the same pattern of weights. G (, i j) = D(, i j) D0 2 2 G (, i j) = w( m, n) G (2* i+ m,2* j+ n) Dl m= 2 n= 2 D( l 1) Where, level l satisfies 0 < l < N and nodes i and j satisfy 0 i < Cl,0 j < Rl, C l and R l represent the horizontal width and vertical height in level 1 in the Gaussian Pyramid, and w(m,n) is the generating kernel. In this paper, we set N=4. The level-tolevel averaging process is called REDUCE. We now define a function EXPAND as the reverse of REDUCE. Its effect is to expand an (M+1)-by-(N+1) array into a (2M+1)-by-(2N+1) array by interpolating new node values between the given values. Thus, EXPAND applied to array G Dl of the Gaussian pyramid would yield an array G which is the same size as G D(l-1). / Dl 2 2 / Dl Dl Dl m= 2n= 2 G (, i j) = EXPAND( G (, i j)) = w( m, n) G (( i m) 2,( j m) 2) (4) where, 0 < l < N,0 i < Cl 1,0 j < Rl 1. When a Gaussian Pyramid is constructed, the Gaussian Pyramid Value of each level in the region image D is recorded and is used to contrast the weight of Laplacian Pyramid for the mosaic image Laplacian Pyramid Generation Two original images I1 and I2 Expand the size of the region image respectively, the extended part is filled by each original image. For the extended images I1 and I2, the Laplacian Pyramid of its RGB component chart is a sequence of error images L0, L1... L N. Each is the difference between two levels of the Gaussian pyramid. They are Laplacian Pyramid of R channel for the extended images I1 and I2. L = G, L ( i, j) = G ( i, j) G ( i, j),0 l N 1 IN IN Il Il I( l+ 1) (3) < (5) where, N is the total number of levels in Laplacian Pyramid (in this paper N=4) Image Mosaic If we simply mosaic two images together using PSO algorithm, there might be an obvious seam at the splicing tape, as shown in Fig. 2. We can apply multiresolution image mosaics to address this problem, in order to smooth the transition of the splicing area and get a high quality seamless image. In order to do so, we expand the original two images and apply multi-resolution analysis on them to get a serial of octave

8 Creating Dynamic Panorama Using Particle Swarm Optimization 681 like images, and at last we mosaic them at the same resolution and combine the images after image mosaics. As a result, we can get a seamless and smooth image. The last images in image mosaics can be obtained by calculating the Laplacian Pyramid of its RGB system. We set the Laplacian Pyramid image in level l in each channel is L Ml. We take the pixel value of G Dl in level l in Gaussian Pyramid in the region image as a weight, based on which we can calculate the pixel value of L Ml in its position by: L = G (, i j) LI1(, i j) + (1 G (, i j)) LI2(, i j) (6) Ml Dl Dl Where, LI1 is the Laplacian Pyramid in the current level of the expanded original image Il, LI2 is the Laplacian Pyramid in the current level of the expanded original image I2. (i,j) is the position of the pixel. LI1 and LI2 can be calculated using formula (5). Each RGB channel of the last mosaic image can be rebuilt by decomposed N-level multi-resolution image LM 0, LM 1,..., LM ( N 1), LMN ( LMN = GMN ) In our paper, N=4. i.e., M = L + EXPAND( L + EXPAND(...( L + EXPAND( L ))...) (7) M0 M1 M( N 1) MN After the rebuilt of each RGB channel image, we can calculate the RGB value and output the last resulting image, which is a clear and smooth seamless image, as shown in Fig. 3. Fig. 3. Multiresolution Mosaic image 3 Representation for Dynamic Scenes Finding a kind of an effective method to represent dynamic scene and joining it into the panorama can make it preserve the advantages of the full-view walkthrough of static panoramas and the reality of static scenes. Besides, it can make the scene preserve the dynamics, which can strengthen the reality of walkthrough. In this paper, we use the video texture technique that first presented by Schodl to represent dynamic scenes [6]. Video texture has qualities somewhere between those of a image and a

9 682 Y. Zhang, Z. Sun, and W. Li video, which provides a continuous infinitely varying stream of images. While the individual frames of a video texture may be repeated from time to time, the video sequence as a whole is never repeated exactly. Video textures can be used in place of digital photos to infuse a static image with dynamic qualities and explicit action. Video texture analyzes a video clip to extract its structure, and synthesizes a new, similar looking video for arbitrary length. In the view of the observer, it is like a dynamic endless video, bringing such kind of felling that it keeps on updating and varying. When we use the video camera to capture periodically of stochastically moving objects in the scene, we have to make sure that the viewpoint is as the same as the one when we take the panorama, which means that they have to be taken at the same position. In order to implement the final register, we make the scene, which is taken by the video camera; have great repetition in the background with the panoramic images. The basic theory of synthesizing the video-camera-taken dynamic scenes according to video texture is: for a given video of dynamic texture, The fist step, we assume that there exist two similar frames of the video sequences, i and j ( j> i). Because the transition from frame i to frame i+1 is the most natural, the transition from frame j to i+1 is also viable, which means it will not make a discontinuity in the sense of vision. We call frame j a transition point. After playing frame j, we can continue to play the succeeding ward frame j+1, or instead we can continue to play frame i+1.as long as we have adequate similar frames in the video, we can continuously transitioning backwards at the transition points and get a video with arbitrary length. The video texture from an input video sequence is to compute some measure of similarity between all pairs of frames in the input sequence. Once the frame-to-frame distances have been computed, it uses L 2 distance: i, j i j 2 D = I I (8) which denotes the L 2 distance between each pair of images I i and I j. During the new video synthesis, the basic idea will be to create transitions from frame i to frame j anytime the successor of i is similar to j, that is, whenever D ij is small. Then we apply an exponential function to map distance D i+1âj to the probability of transitioning from frame i to frame jâ P = exp( D / σ ), where: i > j (9) i, j i+ 1, j As σ 0, P i,j will tend to 1 for the best transition, and 0 otherwise. In the processing of synthesizing the video texture, after playing frame i, we find out P ik  the max value in P i,j ( j i+ 1 ), then randomly select one frame from frame k and frame i+1 to be the next frame to play. Once the first stage has identified good transitions for the video texture, it needs to decide in what order to play the video frames. The video texture has two ways of playing: random play and video loops. The first approach uses Monte Carlo technique to decide which frame should be played after a given frame, using the table of frameto-frame similarities computed by the analysis algorithm. The second approach selects a small number of transitions to take in such a way that the video is guaranteed to loop after a specified number of frames. The resulting video loop can then be played in loop mode. For video texture played by traditional media players, loop is necessary. We apply video loops method to implement video texture in this paper.

10 Creating Dynamic Panorama Using Particle Swarm Optimization Dynamic Panorama After getting the static panorama and the video texture, we can organically combine them together to construct the dynamic panorama. In this paper we use particle swarm optimization (PSO) based multiresolution mosaic algorithm to register the video texture and the static panorama. This process is very simple. We have already mentioned that the video texture and the panorama should be taken at the same viewpoint, and the produced sequence of video texture should be deposited into the database. So we take the first frame of the video texture to be registered with the static panorama, then apply particle swarm optimization (PSO) based multiresolution mosaic algorithm to compute the matched position of this frame with the static panorama, and then record it down and deposit it into the database. For each frame of the video, its background overlaps with the others. In other words, each frame has a fixed matching position. So when we want to play dynamic scenes, we can read the corresponding matching position from the database to implement the matching between frames. To display the dynamic panorama, there must be an appropriative panorama browser to implement the interactive virtual roaming. We have developed our own panorama browser. In addition to the functions of the original panorama browser, it has all functions of panorama browser and the new functions such as adding, matching, and playing the video texture to our browser. When the video texture program is finished, the produced video texture has already been deposited into the database by frames. The dynamic panorama browser program first links the database and reads in the video registered data, which means positioning the video texture in the panorama. Then, before displaying the panorama, the browser window will read the video frame which is to be played next into the buffer every 30 milliseconds. Do orthographic projection for the video frame, then mosaic it into the cylinder panorama according to the matching position. Finally, we calculate the anti-projection of the panorama with the video frame on it according the region that will be displayed in the window of the browser and get the color information, so as to finish the whole process of displaying the dynamic panorama. Fig. 4 gives the static cylinder panorama without video texture and Fig. 5 shows some interfaces of dynamic panorama browser. Fig. 4. Static cylinder panorama

11 684 Y. Zhang, Z. Sun, and W. Li Fig. 5. The dynamic panorama. (a) interface of the browser without dynamic scenes. (b), (c), (d) interface of the browser at different moment with dynamic scenes added. 5 Conclusion In this paper we present a method to create dynamic panoramas. We construct static panorama and video texture respectively, and add video texture to the static panorama to implement dynamic panorama. The dynamic panorama preserves both the advantage of full-view walkthrough in static panoramas and the dynamics of the scene, which remarkably strengthens the reality of walkthrough. We also proposed a new fast image mosaics algorithm based PSO multiresolution mosaics algorithm. Compared with other image mosaics algorithms, our approach is straightforward and easy to implement. We first use particle swarm optimization (PSO) to find a certain area, which contains sufficient objective characters, then we use pattern matching method to search the matching patch in another image and adjust image; at last, the mosaic image is created by a multi-resolution method. Experimental results testified that this algorithm is able to seamlessly stitch two overlapping images automatically. We have developed our own panorama browser. In addition to the functions of the original panorama browser, we add functions such as adding, matching, and playing the video texture to our browser, which makes the browser perfect. Acknowledgement The work described in this paper is supported by the grants from the National Natural Science Foundation of China [Grants No and ] and the Program for New Century Excellent Talents in University of China [Grant No. NCET ].

12 Creating Dynamic Panorama Using Particle Swarm Optimization 685 References 1. Szliski R., Shum H. Y., Creating full view panoramic image mosaics and environment maps, In: Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, Los Angeles, California, 1997, Cai Y, Liu X.H., Wu E. H., Image-based rendering a technology for virtual reality system. Journal of Software. Vol 8 No.10, 1997, Lee K S., Fung Y. F., Wong K. H, et al., Panoramic video representation using mosaic image, In : Proceedings of CISST 99, Las Vegas, USA, 1999, Hsu S., Anandan P., Hierarchical representations for mosaic based video compression. In : Proceedings of Picture Coding Symposium, San Francisco, 1996, Can A.,.Stewart C.V, Roysam B., Robust hierarchical algorithm for constructing a mosaic from images of the curved human retina. In: Proceedings of the IEEE Conference on Computer Vision and Pattern Recognition, Colorado, 1999, Schodl A. Szeliski R., video Textures, Proc SIGGRAPH 2000, New Orleans. Louisana. 2000, Kiran S. Bhat, S. M. Seitz, J. K. Hodgins, P. K.: Flow-based video synthesis and editing. ACM Trans. Graph., Vol.3, No.3, 2004, Feng J.B., Su Z.X., Liu X.P., An similar-curve based automatic mosaic algorithm of panoramic image. Chinese journal of computer, Vol. 26, No.11, 2003, Fang X. Y., Pan Z. G., Xu D.:. An improved algorithm for image mosaics. Journal of computer-aided design & computer graphics. Vol.15, No.11. (2003) Peter J. B., Edward H. A.: A Multiresolution spline with application to image mosaics. ACM Transactions on Graphics, Vol. 2 No.4. (1983) Kennedy J., Eberhart R C.: Particle swarm optimization. In: Proc. IEEE int l conf. On neural networks. Vol. IV. IEEE, (1995)

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