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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊工程學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/99649
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dc.contributor.advisor洪一平zh_TW
dc.contributor.advisorYi-Ping Hungen
dc.contributor.author黃義峰zh_TW
dc.contributor.authorI-Feng Huangen
dc.date.accessioned2025-09-17T16:15:41Z-
dc.date.available2025-09-18-
dc.date.copyright2025-09-17-
dc.date.issued2025-
dc.date.submitted2025-08-05-
dc.identifier.citation[1] Y. Aksoy, T. O. Aydın, M. Pollefeys, and A. Smolić. Interactive high-quality green screen keying via color unmixing. ACM Trans. Graph., 35(5):152:1–152:12, 2016.
[2] A. Bai, Z. Yang, J. Qin, Y. Shi, and K. Li. Lwgss: Light-weight green spill suppression for green screen matting. In J. Ren, A. Hussain, I. Y. Liao, R. Chen, K. Huang, H. Zhao, X. Liu, P. Ma, and T. Maul, editors, Advances in Brain Inspired Cognitive Systems, pages 365–374, Singapore, 2024. Springer Nature Singapore.
[3] B. Chen, C. Zhou, and X. Sun. Enhancing green screen matting with group normalization and perceptual loss for color overflow and complex edges. The Visual Computer, 2025. Accepted: 14 May 2025, Published: 09 June 2025.
[4] H. Gao, R. Li, S. Tulsiani, B. Russell, and A. Kanazawa. Monocular dynamic view synthesis: A reality check. In NeurIPS, 2022.
[5] M. Işık, M. Rünz, M. Georgopoulos, T. Khakhulin, J. Starck, L. Agapito, and M. Nießner. Humanrf: High-fidelity neural radiance fields for humans in motion. ACM Transactions on Graphics (TOG), 42(4):1–12, 2023.
[6] B. E. Jackson, D. J. Evangelista, D. D. Ray, and T. L. Hedrick. 3d for the people: multi-camera motion capture in the field with consumer-grade cameras and open source software. Biology Open, 5(9):1334–1342, 2016.
[7] Y. Jiang, Z. Shen, P. Wang, Z. Su, Y. Hong, Y. Zhang, J. Yu, and L. Xu. Hifi4g: High-fidelity human performance rendering via compact gaussian splatting. In Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), pages 19734–19745, June 2024.
[8] Y. Jin, Z. Li, D. Zhu, et al. Automatic and real-time green screen keying. The Visual Computer, 38:3135–3147, Sept. 2022. Published: 20 June 2022; Accepted: 18 May 2022.
[9] B.Mildenhall, P. P. Srinivasan, M. Tancik, J. T. Barron, R. Ramamoorthi, and R. Ng. Nerf: Representing scenes as neural radiance fields for view synthesis. In ECCV, 2020.
[10] K. Park, U. Sinha, J. T. Barron, S. Bouaziz, D. B. Goldman, S. M. Seitz, and R. Martin-Brualla. Nerfies: Deformable neural radiance fields. ICCV, 2021.
[11] K. Park, U. Sinha, P. Hedman, J. T. Barron, S. Bouaziz, D. B. Goldman, R. Martin Brualla, and S. M. Seitz. Hypernerf: A higher-dimensional representation for topologically varying neural radiance fields. ACM Trans. Graph., 40(6), dec 2021.
[12] Y. Rong, K. Li, H. Li, Y. Furukawa, Z. Yan, and S. Tulsiani. Neural 3D Video: A dataset and benchmark. https://github.com/facebookresearch/Neural_3D_Video, 2022. GitHub repository, accessed 13 Jul 2025.
[13] Underwater Photography Guide. Manual white balance techniques for underwater photography. https://www.uwphotographyguide.com/underwater-photography-ambient-light-manual-white-balance, n.d. Accessed: 2025-07-06.
[14] L. Wang, Q. Hu, Q. He, Z. Wang, J. Yu, T. Tuytelaars, L. Xu, and M. Wu. Neural residual radiance fields for streamably free-viewpoint videos. In Proceedings of the IEEE/CVF Conferenceon Computer Vision and Pattern Recognition (CVPR), pages 76–87, June 2023.
[15] P. Wang, Z. Zhang, L. Wang, K. Yao, S. Xie, J. Yu, M. Wu, and L. Xu. V^ 3: Viewing volumetric videos on mobiles via streamable 2d dynamic gaussians. ACM Transactions on Graphics (TOG), 43(6):1–13, 2024.
[16] Z. Xu, Y. Xu, Z. Yu, S. Peng, J. Sun, H. Bao, and X. Zhou. Representing long volumetric video with temporal gaussian hierarchy. ACM Transactions on Graphics, 43(6), November 2024.
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dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/99649-
dc.description.abstract隨著高斯潑灑等神經渲染技術的興起,三維重建進入了低成本、高品質的新時代。然而,在進行四維場景重建時,為了維持重建品質,仍需仰賴多台高階攝影機與專攝影棚的拍攝環境,對一般使用者而言門檻仍高、成本不易負擔。本研究旨在探討如何在低成本、不穩定的場地條件下,建構一套可用於四維高斯潑灑訓練的高品質資料拍攝與處理流程。所提出的系統涵蓋了多機架設策略、影像同步、色彩校正、前景擷取與相機參數計算等環節,並以商用iPhone裝置實作驗證其可行性。
本研究採用V^3模型(Viewing Volumetric Videos on Mobiles via Streamable 2D Dynamic Gaussians)進行訓練與重建,驗證所建立資料集在不同實驗配置下的有效性。透過本方法,期望能降低四維重建技術的門檻,促進其在教育、娛樂與個人應用中的普及化。
zh_TW
dc.description.abstractNeural rendering techniques such as Gaussian Splatting has significantly lowered the cost of high-quality 3D reconstruction. However, its extension to 4D reconstruction still typically relies on multi-camera setups and controlled studio environments, which pose practical barriers for general users. This thesis proposes a low-cost and flexible data acquisition pipeline for 4D Gaussian Splatting using consumer-grade iPhone devices. The pipeline integrates synchronized multi-camera capture, color correction, foreground extraction, and camera parameter estimation.
We integrate the captured data into a modified version of the V^3 framework (Viewing Volumetric Videos on Mobiles via Streamable 2D Dynamic Gaussians) to validate the feasibility and effectiveness of our approach. Experimental results demonstrate that high quality training data can be acquired under non-professional conditions, thereby making 4D reconstruction more accessible to a wider range of users.
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dc.description.provenanceSubmitted by admin ntu (admin@lib.ntu.edu.tw) on 2025-09-17T16:15:41Z
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dc.description.provenanceMade available in DSpace on 2025-09-17T16:15:41Z (GMT). No. of bitstreams: 0en
dc.description.tableofcontentsAcknowledgements i
摘要 ii
Abstract iii
Contents v
List of Figures vii
List of Tables viii
Chapter 1 Introduction 1
Chapter 2 Related Works 3
2.1 4D Capture Systems: From Studios to Consumer-Grade Solutions 3
2.2 Photometric preprocessing for Multi-View Consistency 4
Chapter 3 System Design 7
3.1 System Overview 7
3.2 Camera Settings 7
3.3 Video Capture Workflow 9
3.3.1 Preview 9
3.3.2 Outlier Inspection and Representative Calibration Selection 10
3.4 Preprocess I: Temporal and Color Alignment 11
3.4.1 Time Synchronization 12
3.4.2 White Balance Correction 13
3.5 Background Subtraction and Foreground Extraction 14
3.6 Preprocess II: Progressive HSV-Based Color Spill Suppression 16
Chapter 4 Experiment 20
4.1 Impact of Multi-Camera Temporal Synchronization Accuracy on 4DGS Quality 20
4.2 Camera Density and Baseline Spacing Study 23
Chapter 5 Discussion 28
5.1 Practical Considerations in Multi-Camera Calibration 28
5.2 Limitations of Background Matting in Multi-View Capture 30
5.3 BGMv2 Versus SAM2 31
5.4 Limitations 33
5.5 Future Work 34
Chapter 6 Conclusion 35
References 37
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dc.language.isoen-
dc.subject高斯潑灑zh_TW
dc.subject四維重建zh_TW
dc.subject訓練資料zh_TW
dc.subject影像擷取zh_TW
dc.subject多視角zh_TW
dc.subjectMulti-view Imagingen
dc.subjectNeural Renderingen
dc.subjectTraining Data Generationen
dc.subjectImage Acquisitionen
dc.subject4D Gaussian Splattingen
dc.title四維高斯潑灑資料擷取系統建構與測試zh_TW
dc.titleConstruction and Evaluation of a Data Acquisition System for 4D Gaussian Splattingen
dc.typeThesis-
dc.date.schoolyear113-2-
dc.description.degree碩士-
dc.contributor.oralexamcommittee陳祝嵩;林經堯;陳維超;楊奕軒zh_TW
dc.contributor.oralexamcommitteeChu-Song Chen;Jin-Yao Lin;Wei-Chao Chen;Yi-Hsuan Yangen
dc.subject.keyword高斯潑灑,四維重建,訓練資料,影像擷取,多視角,zh_TW
dc.subject.keyword4D Gaussian Splatting,Neural Rendering,Training Data Generation,Image Acquisition,Multi-view Imaging,en
dc.relation.page39-
dc.identifier.doi10.6342/NTU202503904-
dc.rights.note同意授權(限校園內公開)-
dc.date.accepted2025-08-11-
dc.contributor.author-college電機資訊學院-
dc.contributor.author-dept資訊工程學系-
dc.date.embargo-lift2030-08-05-
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