Special Issue Paper
Interactive chroma keying for mixed reality
Article first published online: 1 JUN 2009
DOI: 10.1002/cav.305
Copyright © 2009 John Wiley & Sons, Ltd.
Issue
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Computer Animation and Virtual Worlds
Special Issue: CASA' 2009 Special Issue
Volume 20, Issue 2-3, pages 405–415, June 2009
Additional Information
How to Cite
Beato, N., Zhang, Y., Colbert, M., Yamazawa, K. and Hughes, C. E. (2009), Interactive chroma keying for mixed reality. Computer Animation and Virtual Worlds, 20: 405–415. doi: 10.1002/cav.305
Publication History
- Issue published online: 16 JUN 2009
- Article first published online: 1 JUN 2009
- Manuscript Accepted: 26 MAR 2009
- Manuscript Received: 25 MAR 2009
Funded by
- Office of Naval Research VIRTE Program. Grant Number: N6133904C0034
- Army's Research Development and Engineering Command. Grant Numbers: N6133905D0014, W91CRB08D0015
- Air Force Office of Scientific Research. Grant Number: FA8650-07-M-6829
- National Science Foundation. Grant Numbers: DRL0638977, IIP0637178
- Abstract
- References
- Cited By
Keywords:
- mixed reality;
- chroma keying;
- GPU;
- shader;
- blue screening;
- matting;
- video processing;
- real-time
Graphical Abstract

In Mixed Reality applications that use video see-through head-mounted display technology, blue-screening often identifies locations where virtual content should interact with the real environment. We propose a semi-automated, noise-tolerant algorithm capable of interactively keying video signals on a GPU. We show that our method, based on principle components analysis, produces alpha mattes comparable to commercial off-line solutions.
Abstract
In Mixed Reality (MR) applications, immersion of virtual objects in captured video contributes to the perceived unification of two worlds, one real, one synthetic. Since virtual actors and surround may appear both closer and farther than real objects, compositing must consider spatial relationships in the resulting world. Chroma keying, often called blue screening or green screening, is one common solution to this problem. This method is under-constrained and most commonly addressed through a combination of environment preparation and commercial products. In interactive MR domains that impose restrictions on the video camera hardware, such as in experiences using video see-through (VST) head-mounted displays (HMD), chroma keying becomes even more difficult due to the relatively low camera quality, the use of m ltiple camera sources (one per eye), and the required processing speed. Dealing with these constraints requires a fast and affordable solution. In our approach, we precondition the chroma key by using principal component analysis (PCA) to obtain usable alpha mattes from video streams in real-time on commodity graphics processing units (GPUs). In addition, we demonstrate how our method compares to off-line commercial keying tools and how it performs with respect to signal noise within the video stream. Copyright © 2009 John Wiley & Sons, Ltd.

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