Live Immersive Content Production

 

Research  

 

GTI Data   

 

Open databases created and software developed by the GTI and supplemental material to papers.  

 

Databases  


SportCLIP (2025): Multi-sport dataset for text-guided video summarization.
Ficosa (2024):
The FNTVD dataset has been generated using the Ficosa's recording car.
MATDAT (2023):  More than 90K labeled images of martial arts tricking.
SEAW – DATASET (2022): 3 stereoscopic contents in 4K resolution at 30 fps.
UPM-GTI-Face dataset (2022): 11 different subjects captured in 4K, under 2 scenarios, and 2 face mask conditions.
LaSoDa (2022): 60 annotated images from soccer matches in five stadiums with different characteristics and light conditions.
PIROPO Database (2021):People in Indoor ROoms with Perspective and Omnidirectional cameras.
EVENT-CLASS (2021): High-quality 360-degree videos in the context of tele-education.
Parking Lot Occupancy Database (2020)
Nighttime Vehicle Detection database (NVD) (2019)
Hand gesture dataset (2019): Multi-modal Leap Motion dataset for Hand Gesture Recognition.
ViCoCoS-3D (2016): VideoConference Common Scenes in 3D.
LASIESTA database (2016): More than 20 sequences to test moving object detection and tracking algorithms.
Hand gesture database (2015): Hand-gesture database composed by high-resolution color images acquired with the Senz3D sensor.
HRRFaceD database (2014):Face database composed by high resolution images acquired with Microsoft Kinect 2 (second generation).
Lab database (2012): Set of 6 sequences to test moving object detection strategies.
Vehicle image database (2012)More than 7000 images of vehicles and roads.           

 

Software  


Empowering Computer Vision in Higher Education(2024)A Novel Tool for Enhancing Video Coding Comprehension.
Engaging students in audiovisual coding through interactive MATLAB GUIs (2024)

TOP-Former: A Multi-Agent Transformer Approach for the Team Orienteering Problem (2023)

Solving Routing Problems for Multiple Cooperative Unmanned Aerial Vehicles using Transformer Networks (2023)
Vision Transformers and Traditional Convolutional Neural Networks for Face Recognition Tasks (2023)
Faster GSAC-DNN (2023): A Deep Learning Approach to Nighttime Vehicle Detection Using a Fast Grid of Spatial Aware Classifiers.
SETForSeQ (2020): Subjective Evaluation Tool for Foreground Segmentation Quality. 
SMV Player for Oculus Rift (2016)

Bag-D3P (2016): 
Face recognition using depth information. 
TSLAB (2015): 
Tool for Semiautomatic LABeling.   
 

   

Supplementary material  


Soccer line mark segmentation and classification with stochastic watershed transform (2022)
A fully automatic method for segmentation of soccer playing fields (2022)
Grass band detection in soccer images for improved image registration (2022)
Evaluating the Influence of the HMD, Usability, and Fatigue in 360VR Video Quality Assessments (2020)
Automatic soccer field of play registration (2020)   
Augmented reality tool for the situational awareness improvement of UAV operators (2017)
Detection of static moving objects using multiple nonparametric background-foreground models on a Finite State Machine (2015)
Real-time nonparametric background subtraction with tracking-based foreground update (2015)  
Camera localization using trajectories and maps (2014)

 

                                                                                                                                                                                                                             
 
                                                                   
 
                                                                                                                                                             
 
      

 

 

"Live Immersive Content Production" 

GTI and Nokia teams of 5G-RECORDS have taken a significant step forward in the integration of the "Live Immersive Content Production" use case. FVV-Live, GTI's Free Viewpoint Video (FVV) system, has been adapted and integrated with Nokia's 5G network. The FVV system used for these tests is composed by nine consumer-grade stereo cameras and three Processing Servers (PSs) that capture depth and color video information in real time. This information is sent to the View Renderer (VR), which is in charge of synthesizing the view corresponding to the selected virtual camera position. The VR has been modified to run on Nokia's OpenEdge 5G MEC as a virtual network function, and the PSs and the virtualized VR talk over 5G using mmWave radio in the 28 GHz band (n257). Finally, the resulting virtual view is transmitted to and displayed on a smartphone connected to Nokia's network. The system has been tested working at different picture resolutions and frame rates.

Results from these tests will be analyzed in depth and will help the development and finetuning of the "Live Immersive Content Production" use case.