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Immersive Video Lets Viewer Call the Shots

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SPECIAL TO THE TIMES

It’s Thanksgiving Day some year in the not-too-distant future, and you’re augered deeply into the living room sofa, having contributed immoderately to the season’s decimation of the turkey population.

Naturally, you’re watching a football game--it has a lot of impact on that new 127-inch universal television-Internet view screen. But instead of passively watching the game as broadcast by the TV producers--the way it was done back in, oh, 1996--you, as they say, make the call.

That is, you decide what view of the game to watch at any given moment, unrestrained by the angles of a particular camera. Maybe you want to run downfield with a pass receiver, or perhaps stay right there with the clashing titans on the front line. Or maybe you decide to follow the football’s point of view after the quarterback throws one deep.

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If research by a small team of scientists at UC San Diego’s School of Engineering bears fruit, this interactive view of the game will be possible through a new technology called immersive video. It will enable viewers to interact with three-dimensional digital environments, in effect “moving” through the scene by directing a computer mouse or other control device.

Under the direction of professor Ramesh Jain, long an authority in the fields of computer vision and artificial intelligence, UCSD’s Visual Computing Lab has managed to produce a prototype immersive video system. Though still experimental, their system offers a hint of the myriad ways that television, computers and the Internet will come together in the future.

If immersive video sounds a lot like the technological concept known as virtual reality, it is--but with one remarkable difference.

“So far, virtual reality implementations have all been made with graphics software and so they’re all synthetic images, basically,” explains Saied Moezzi, a lecturer at UCSD and the Visual Computing Lab’s chief researcher. “Immersive video changes virtual reality applications to a much more realistic and believable environment.”

The promise of immersive video is apparent. By applying virtual reality modeling concepts to images taken from reality, the systems can create an experience fundamentally different from that provided by ordinary television, movies or existing VR tools.

“Jain’s work needs more detail and better definition of the 3-D character in the virtual world for it to be deployed,” says Mike Zyda, a professor at the Naval Post Graduate School in Monterey, Calif., and a leader in virtual reality research. “But his work is really outstanding and the start of something very important for VR.”

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“Right now, the image quality is pretty lousy,” Jain concedes. “But as that improves and becomes indistinguishable from broadcast television, the applications are tremendous.”

The technology could be used for interactive movies and games, viewing sports, business conferences and other unguessed-at applications, he says.

“I’m quite enthused about it,” says Bob Amen, director of technology for Cinesite, a major Hollywood film-effects house. “There are so many possibilities for special effects and making movies.” With the virtual camera angles provided by immersive video, for example, a director could get shots he or she never filmed.

In simple terms, the Visual Computing Lab’s immersive video system works by ingesting the separate data streams sent from multiple video cameras shooting an event and combining them into a single three-dimensional model--a computer’s version of a mental image.

A viewer watching the immersive video broadcast would then use a mouse or some other device to choose the perspective he or she would like to see. The immersive video software engine analyzes the request, studies its 3-D model and “imagines” what the viewer would see if a camera was shooting that perspective. Finally, the system digitally constructs that scene and displays it.

Image quality depends on the complexity of the subject or event being viewed, the amount of movement or change in the scene, and the number of cameras--the more the better.

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“For example,” Jain explains, “it would be easy to create a system that tracks a few people walking through a courtyard, but a busy train station in Tokyo would be extremely difficult.”

Immersive video evolved from multiple perspective interactive video, or MPI, another technology under study in Jain’s Visual Computing Lab and elsewhere. MPI, though it also uses several video cameras at once, is much simpler: bIt takes the viewer’s request, then responds with the feed from the real camera that most closely matches the desired view. Immersive video, by contrast, generates a virtual image from a virtual camera angle that isn’t produced by actual cameras.

The value of immersive video lies in its interactivity, Jain says. “With immersive video, the question of who is controlling the TV camera and what you want to watch is completely different,” he says.

At first, immersive video won’t work on regular televisions. Scientists at the Visual Computing Lab are instead targeting computers--which, unlike televisions, are designed for intricate interaction with users and are now increasingly connected to the global Internet.

The lab will make its first examples of immersive video available to Net surfers sometime next year via so-called virtual reality markup language, or VRML, an emerging industry standard for viewing 3-D environments on the Internet’s World Wide Web. VRML viewers will probably become a standard component of Web browsers, such as Netscape Navigator or Microsoft’s Internet Explorer.

Last year, Jain co-founded a company to commercialize the technology. The firm, called Praja (Sanskrit for “people”), is negotiating to option the patents from UCSD and will develop Internet applications.

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In addition to games, sporting events and other entertainment applications, Jain and Moezzi foresee the development of what they call “telepresence”--communication schemes that combine the virtual reality elements of immersive video with video teleconferencing. In other words, it would be possible not only to see and talk with your interlocutors, but to move and look around their offices or homes.

Even further down the line, immersive video telepresence could be combined with holographic projection technology--the 3-D images used to create the moving ghosts in Disneyland’s Haunted Mansion--to create a communication device that would bring 3-D images of speakers into each other’s presence.

And Jain sees powerful synergy between immersive video and other computer technology.

“Go forward 20 years and the mouse will be replaced by something that responds to the movements of your hand, or your voice, facial gestures, or the movement of your eyes,” Jain says.

However, some basic questions have to be answered before immersive video reaches the public, Moezzi says.

But because of the lab’s successes so far, one important thing is now known about the concept: It can be done.

Says Moezzi: “What we’ve done is prove it’s possible to create a 3-D video image that people can move around in.”

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* Freelance writer Paul Karon can be reached at pkaron@netcom.com

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