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Naho Inamoto

dblp:83/6651 · DBLP profile ↗
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5ranked-venue papers
4as 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 · 5 · 4 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

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
2 papers
Rendering · 82% Virtual and augmented reality · 10% Geometric modeling and processing · 8%
Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
image-based rendering
0.112007
Virtual Viewpoint Replay for a Soccer Match by View Interpolation From Multiple Cameras · IEEE Trans. Multim. 2007
Rendering
novel view synthesis
0.112007
Virtual Viewpoint Replay for a Soccer Match by View Interpolation From Multiple Cameras · IEEE Trans. Multim. 2007
Rendering › image-based rendering
view interpolation
0.112007
Virtual Viewpoint Replay for a Soccer Match by View Interpolation From Multiple Cameras · IEEE Trans. Multim. 2007
Immersive interaction
augmented reality
0.012003
Immersive Observation of Virtualized Soccer Match at Real Stadium Model · ISMAR 2003
Geometric modeling and processing › 3d reconstruction › 3d scene reconstruction
dynamic scene reconstruction
0.012007
Virtual Viewpoint Replay for a Soccer Match by View Interpolation From Multiple Cameras · IEEE Trans. Multim. 2007
Virtual and augmented reality › immersive display
head-mounted display
0.012003
Immersive Observation of Virtualized Soccer Match at Real Stadium Model · ISMAR 2003
Virtual and augmented reality › immersive experience
immersive viewing
0.012003
Immersive Observation of Virtualized Soccer Match at Real Stadium Model · ISMAR 2003

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

projective geometry · 0.2natural feature line registration · 0.1multi-camera capture · 0.1dense correspondence · 0.1
YearPublicationVenuePosition
2007 Virtual Viewpoint Replay for a Soccer Match by View Interpolation From Multiple Cameras
abstract
This paper presents a novel method for virtual view synthesis that allows viewers to virtually fly through real soccer scenes, which are captured by multiple cameras in a stadium. The proposed method generates images of arbitrary viewpoints by view interpolation of real camera images near the chosen viewpoints. In this method, cameras do not need to be strongly calibrated since projective geometry between cameras is employed for the interpolation. For avoiding the complex and unreliable process of 3-D recovery, object scenes are segmented into several regions according to the geometric property of the scene. Dense correspondence between real views, which is necessary for intermediate view generation, is automatically obtained by applying projective geometry to each region. By superimposing intermediate images for all regions, virtual views for the entire soccer scene are generated. The efforts for camera calibration are reduced and correspondence matching requires no manual operation; hence, the proposed method can be easily applied to dynamic events in a large space. An application for fly-through observations of soccer match replays is introduced along with the algorithm of view synthesis and experimental results. This is a new approach for providing arbitrary views of an entire dynamic event.
Naho Inamoto, Hideo Saito 0001
IEEE Trans. Multim.1
2005 Free viewpoint video synthesis and presentation from multiple sporting videos
abstract
This paper introduces two kinds of free viewpoint observation systems for sporting events captured with uncalibrated multiple cameras in a stadium. In the first system (viewpoint on demand system), a user can watch the realistic sporting scenes with the original stadium. In the second system (mixed reality presentation system), a user can virtually watch the scenes overlaid on a desktop stadium model via a video see-through head mounted display (HMD). In the both systems, the user can observe sporting events from his/her favorite viewpoints, where the virtual view images are synthesized and presented by performing view interpolation. As outdoor scenes often have variations in lighting, we develop the systems to handle the changes of lighting condition. If the captured scene contains shadows, we synthesize the virtual view image of the shadows of the background and the foreground independently from real camera images using projective geometry between cameras. The shadows of the foreground objects are then overlaid on the synthesized background of the original stadium or the stadium model in front of the user respectively. The results indicate that the appearance of shadows can produce a realistic mixed reality presentation.
Naho Inamoto, Hideo Saito 0001
ICME1
2004 Sports scene analysis and visualization from multiple-view video
abstract
We introduce methods for sports scene analysis and visualization from multiple videos captured with multiple cameras. As the scene analysis, we present a method for tracking multiple soccer players. Tracking is done by integrating the tracking data from all cameras, using the geometrical relationship between cameras called homography. Integrating information from all cameras enables stable tracking on the scene, where the tracking by a single camera often fails in the case of occlusion. We also present a method for free-viewpoint visualization of a soccer game as a technique for visualizing the soccer scene. The free-viewpoint image is synthesized by view interpolation between actual cameras near the virtual viewpoint at each frame. Such free-viewpoint video can also be presented in a system of augmented reality (AR) for immersive visualization of soccer matches
Hideo Saito 0001, Naho Inamoto, Sachiko Iwase
ICME2
2003 Immersive Observation of Virtualized Soccer Match at Real Stadium Model
abstract
This paper presents a novel observation system for immersive soccer match taken by multiple video cameras at a real stadium. The user sees the soccer field model in front of his/her eyes from the viewpoint through head-mounted display, while the images of players and a soccer ball are also rendered onto the display. For geometric registration between the soccer field model in the real world and the dynamic soccer scene in the rendered images, the viewpoint position of the user is computed by using only natural feature lines in the HMD camera image. Since it is difficult to strongly calibrate the HMD camera and the multiple cameras that capture the real soccer scene, we employ projective geometry for the registration and the rendering. For demonstrating the efficacy of the proposed system, video images of soccer matches taken at real stadium are rendered onto the HMD camera images of a tabletop stadium model. This is a completely new challenge to apply augmented reality to a dynamic event in a large-space.
Naho Inamoto, Hideo Saito 0001
ISMAR1
2003 Fly-through viewpoint video system for multi-view soccer movie using viewpoint interpolation
Naho Inamoto, Hideo Saito 0001
VCIP1