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Takayoshi Koyama

dblp:82/5151 · DBLP profile ↗
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4ranked-venue papers
2as first author
0since 2021 · last 2007
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-authorArtificial intelligence and machine learning · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
3 papers
Virtual and augmented reality · 77% Multimedia systems and quality of experience · 23%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
3d video
0.122007
Live 3D Video in Soccer Stadium · Int. J. Comput. Vis. 2007
Live 3D video in soccer stadium · SIGGRAPH 2003
Virtual and augmented reality
immersive video
0.012007
Live 3D Video in Soccer Stadium · Int. J. Comput. Vis. 2007
Multimedia systems and quality of experience › 3d media
multi-view video
0.012003
Live 3D video in soccer stadium · SIGGRAPH 2003

Methods — techniques the papers use, named apart from their topics

texture mapping · 0.1multi-view reconstruction · 0.0multi-camera capture · 0.0
YearPublicationVenuePosition
2007 Live 3D Video in Soccer Stadium
Yuichi Ohta, Itaru Kitahara, Yoshinari Kameda, Hiroyuki Ishikawa, Takayoshi Koyama
Int. J. Comput. Vis.5
2004 Free viewpoint browsing of live soccer games
abstract
We present a new video browsing method for multiple videos that are taken at large-scale space for live 3D events such as soccer games. By our method, multiple viewers over a computer network can browse a live 3D event from any viewpoint and each viewer can move his/her viewpoint freely. Our algorithm consists of five steps. Our system first captures videos from multiple cameras, then extracts texture segments from the videos, selects appropriate segments according to a viewpoint which is given by user dynamically, transmits them to users, and lays out the segments in virtual space so that each viewer can see the segments in a virtual environment as if the viewers were in the event. Our 3D video display system requires 10 Mbps at most to browse a soccer game. We conducted experiments at two real soccer stadiums and succeeded in realizing live realistic visualization with free viewpoint at about 26 fps.
Yoshinari Kameda, Takayoshi Koyama, Yasuhiro Mukaigawa, Fumito Yoshikawa, Yuichi Ohta
ICME2
2003 Live Mixed-Reality 3D Video in Soccer Stadium
abstract
This paper proposes a method to realize a 3D video display system that can capture video from multiple cameras, reconstruct 3D models and transmit 3D video data in real time. We represent a target object with a simplified 3D model consisting of a single plane and a 2D texture extracted from multiple cameras. This 3D model is simple enough to be transmitted via a network. We have developed a prototype system that can capture multiple videos, reconstruct 3D models, transmit the models via a network, and display 3D video in real time. A 3D video of a typical soccer scene that includes a dozen players was processed at 26 frames per second.
Takayoshi Koyama, Itaru Kitahara, Yuichi Ohta
ISMAR1
2003 Live 3D video in soccer stadium
abstract
A live 3D video system in a real soccer stadium is presented. Players on the pitch are represented with a simplified 3D model. The model is reconstructed from multiple videos obtained by nine CCD cameras surrounding the pitch. Observers can watch the game from arbitrary viewing position. By using real textures of the players, realistic video presentation is possible. All processes are fully automatic and real time. The system can transmit live 3D video to distant places.
Takayoshi Koyama, Itaru Kitahara, Yuichi Ohta
SIGGRAPH1