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17th International Conference on Artificial Reality and Telexistence (ICAT 2007)最新文献

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Description and Performance Analysis of a Distributed Rendering Architecture for Virtual Environments 一种面向虚拟环境的分布式渲染体系结构描述与性能分析
G. Marino, D. Vercelli, F. Tecchia, P. Gasparello, M. Bergamasco
Complex Virtual Environments applications may require computational resources exceeding the capabilities of a single machine. Our system, called "XVR Network Renderer" , allows rendering load to be distributed throughout a cluster of machines operating concurrently. The proposed solution consists in a set of software modules structured as a single-master multiple-slaves architecture. XVR is a development environment that allows rapid development of Virtual Environments applications. The master software intercepts all the OpenGL API calls performed by any XVR application, without requiring any code to be added or modified. The graphical commands are then re-executed individually by the slave clients. Each slave is typically configured to manage only a subset of the whole virtual context. Our system exploits the tight integration with the underlying XVR scene-graph manager at its own advantage, providing additional features other than the mere visualization of a high resolution OpenGL context, such as head tracking, GLSL shaders, and the ability to insert (and intercept) "placemarkers" inside the broadcast OpenGL data stream. Finally, the system can be configured to work with a wide range of complex visualization setups, automatically handling stereoscopy, correct perspective correction, overlapping images and other common problems, without ever changing the code of the original application. In this work we describe the proposed architecture and we discuss the results of our performance analysis.
复杂的虚拟环境应用程序可能需要超过单个机器能力的计算资源。我们的系统,称为“XVR网络渲染器”,允许渲染负载分布在整个集群的机器并发操作。提出的解决方案包含一组软件模块,其结构为单主多从体系结构。XVR是一种允许快速开发虚拟环境应用程序的开发环境。主软件拦截任何XVR应用程序执行的所有OpenGL API调用,而不需要添加或修改任何代码。图形化命令然后由从属客户端单独重新执行。每个从属服务器通常被配置为只管理整个虚拟上下文的一个子集。我们的系统利用了与底层XVR场景图管理器的紧密集成,提供了除了高分辨率OpenGL上下文的可视化之外的其他功能,如头部跟踪,GLSL着色器以及插入(和拦截)的能力。广播OpenGL数据流中的"placemarkers"。最后,该系统可以配置为与各种复杂的可视化设置一起工作,自动处理立体,正确的视角校正,重叠图像和其他常见问题,而无需更改原始应用程序的代码。在本文中,我们描述了所建议的架构,并讨论了性能分析的结果。
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引用次数: 24
Virtual Reality-Based Casting Skill Transfer and Human Resource Development 基于虚拟现实的铸造技能转移与人力资源开发
K. Watanuki
This paper proposes a new virtual reality-based skill transfer and human resource development system for casting design, which is composed of the explicit and tacit knowledge transfer systems using synchronized multimedia and the knowledge internalization system using portable virtual environment. In our proposed system, the education content is displayed in the immersive virtual environment, whereby a trainee may experience work in the virtual site operation. Provided that the trainee has gained explicit and tacit knowledge of casting through the multimedia-based knowledge transfer system, the immersive virtual environment catalyzes the internalization of knowledge and also enables the trainee to gain tacit knowledge before undergoing on- the-job training at a real-time operation site.
本文提出了一种新的基于虚拟现实的铸造设计技能转移与人力资源开发系统,该系统由采用同步多媒体的显性知识转移系统和采用便携式虚拟环境的隐性知识转移系统组成。在我们提出的系统中,教育内容显示在沉浸式虚拟环境中,受训者可以在虚拟站点操作中体验工作。在学员通过基于多媒体的知识转移系统获得铸造显性和隐性知识的情况下,沉浸式虚拟环境催化了知识的内化,也使学员在实时操作现场进行在岗培训前获得了隐性知识。
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引用次数: 0
Compensated Visual Hull for Defective Segmentation and Occlusion 补偿视觉船体缺陷分割和遮挡
Hansung Kim, R. Sakamoto, I. Kitahara, N. Orman, T. Toriyama, K. Kogure
We propose an advanced visual hull technique to compensate for outliers using the reliabilities of the silhouettes. The proposed method consists of a foreground extraction technique based on the generalized Gaussian family model and a compensated shape-from-silhouette algorithm. They are connected by the intra-/inter-silhouette reliabilities to compensate for carving errors from defective segmentation or partial occlusion which may occur in a real environment. The 3D reconstruction process is implemented on a graphics processing unit (GPU) to accelerate the processing speed by using the huge computational power of modern graphics hardware. Experimental results show that the proposed method provides reliable silhouette information and an accurate visual hull in real environments at a very high speed on a common PC.
我们提出了一种先进的视觉船体技术,利用轮廓的可靠性来补偿异常值。该方法由一种基于广义高斯族模型的前景提取技术和一种补偿形状-轮廓算法组成。它们通过剪影内/剪影间的可靠性连接在一起,以补偿在真实环境中可能发生的有缺陷的分割或部分遮挡造成的雕刻错误。三维重建过程在图形处理单元(GPU)上实现,利用现代图形硬件的巨大计算能力来加快处理速度。实验结果表明,该方法可以在普通PC上以非常高的速度在真实环境中提供可靠的轮廓信息和准确的视觉船体。
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引用次数: 14
A Display-Based Tracking System: Display-Based Computing for Measurement Systems 基于显示的跟踪系统:测量系统的显示计算
M. Sugimoto, Kazuki Kodama, A. Nakamura, Minoru Kojima, M. Inami
In this paper, we introduce a two dimensional display-based tracking system. The system consists of a regular display device and simple photo sensors. It measures the position and direction of a receiver using fiducial graphics. The result of the measurement can be acquired in the same coordinate system as the graphics. Thus, this system no longer needs the measurement devices to be calibrated to the display devices. This is beneficial for mixed reality applications that synthesize virtual and real environments.
本文介绍了一种基于二维显示的跟踪系统。该系统由一个普通的显示装置和简单的光电传感器组成。它使用基准图形测量接收器的位置和方向。测量结果可以在与图形相同的坐标系中获得。因此,该系统不再需要将测量设备校准到显示设备。这对于综合虚拟和真实环境的混合现实应用程序是有益的。
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引用次数: 23
AR Display of Visual Aids for Supporting Pool Games by Online Markerless Tracking 通过在线无标记跟踪支持台球游戏的视觉辅助设备的AR显示
Hideaki Uchiyama, H. Saito
This paper presents a supporting system for pool games by computer vision based augmented reality technology. Main purpose of this system is to present visual aids drawn on a pool table through LCD display of a camera mounted handheld device without any artificial marker. Since a pool table is rectangle, a pool ball is sphere and each has a specific color, these serve as a substitute for artificial markers. Using these natural features, the registration of visual aids such as shooting direction and ball behavior is achieved. Also, our supporting information is computed based on the rules of pool games and includes the next shooting way by simulating ball behavior. Experimental results represent that the accuracy of ball positions is enough for computing our supporting information.
本文提出了一种基于计算机视觉增强现实技术的台球游戏支持系统。本系统的主要目的是在没有任何人工标记的情况下,通过安装在手持设备上的摄像头的LCD显示来呈现绘制在台球桌上的视觉辅助工具。由于台球桌是长方形的,台球是球形的,而且每个球都有特定的颜色,这些都可以代替人工标记。利用这些自然特征,可以实现诸如射击方向和球行为等视觉辅助的注册。此外,我们的支持信息是根据台球比赛规则计算的,并通过模拟球的行为包括下一个投篮方式。实验结果表明,球位置的精度足以计算我们的支持信息。
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引用次数: 12
Improvement of Accuracy for 2D Marker-Based Tracking Using Particle Filter 利用粒子滤波提高二维标记跟踪精度
Yuko Uematsu, H. Saito
This paper presents a method for improving accuracy of marker-based tracking using a 2D marker for augmented reality. We focus on that tracking becomes unstable when the view direction of the camera is almost perpendicular to a marker plane. Especially, tracking of Z axis which is perpendicular to the marker plane (X-Y) becomes unstable. For improving tracking accuracy in this case, we search rotation parameters that are the fittest to projected pattern based on the particle filter. By using particle filtering technique, then, our method can correctly estimate rotation parameters of the camera which are important to track the 3D coordinate system and improve the accuracy of the 3D coordinate system. This method can reduce jitters between frames, which is a big problem in AR. In the experiment, we demonstrate that our method can improve the tracking accuracy of the 3D coordinate system compared with just using ARToolkit.
本文提出了一种利用二维标记提高基于标记的增强现实跟踪精度的方法。我们重点研究了当摄像机的观察方向几乎垂直于一个标记平面时,跟踪变得不稳定。特别是,垂直于标记平面(X-Y)的Z轴的跟踪变得不稳定。为了提高这种情况下的跟踪精度,我们在粒子滤波的基础上搜索最适合投影模式的旋转参数。然后,通过粒子滤波技术,我们的方法可以正确估计相机的旋转参数,这些参数对三维坐标系的跟踪很重要,提高了三维坐标系的精度。该方法可以减少帧之间的抖动,这是AR中的一个大问题。在实验中,我们证明了与仅使用ARToolkit相比,我们的方法可以提高3D坐标系的跟踪精度。
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引用次数: 32
A Novel Camera Calibration Technique Based on a Rotating Planar Complex Object with a Fixed Point 一种基于旋转平面不动点复杂物体的摄像机标定新技术
Mustafizur Rahman, Gang Xu
In this paper, we propose the new technique that recovers camera parameters from images of orthogonal directions of a moving object, no metric information on the model plane requires. Our approach only requires four observations and each of them provides a vanishing point from its two parallel lines; such four vanishing points provide three independent constraints. Using these points and proposed close form solution, camera intrinsic parameters can be calculated. Our technique is valid though the calibrating object moves along X-Y axes. At the end, computer simulation technique are implemented to demonstrate the effectiveness of the algorithm.
本文提出了一种从运动物体的正交方向图像中恢复相机参数的新技术,该技术不需要模型平面上的度量信息。我们的方法只需要四个观测点,每个观测点都提供了两条平行线的消失点;这四个消失点提供了三个独立的约束。利用这些点和所提出的接近形式解,可以计算出相机的内在参数。我们的技术是有效的,尽管标定对象沿X-Y轴运动。最后通过计算机仿真技术验证了该算法的有效性。
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引用次数: 1
Volumetric Display for Augmented Reality 增强现实的体积显示
Ronald Sidharta, Atsushi Hiyama, T. Tanikawa, M. Hirose
In our previous paper, we proposed an augmented reality display based on the pepper's ghost configuration that was able to display two-dimensional images on different image plane at different physical depths. In this paper, we propose the next generation of the display. Our latest display is able to display images at different physical depths simultaneously, thus it is able to display virtual objects with real depth, binocular parallax and motion parallax without the use of special glasses. Using the pepper's ghost setup, we are able to display real world objects and virtual objects in the same space. Furthermore, since the rendered virtual objects have real physical depth, our system does not suffer from accommodation and convergence mismatch problem. We will describe the hardware setup, software system, and follow with two user evaluation experiments that evaluated the result of our system.
在我们之前的论文中,我们提出了一种基于辣椒鬼结构的增强现实显示器,能够在不同物理深度的不同图像平面上显示二维图像。在本文中,我们提出了下一代显示器。我们最新的显示器可以同时显示不同物理深度的图像,因此无需使用特殊的眼镜就可以显示具有真实深度、双目视差和运动视差的虚拟物体。使用胡椒的幽灵设置,我们能够在同一个空间中显示真实世界的物体和虚拟物体。此外,由于所渲染的虚拟物体具有真实的物理深度,我们的系统不会遭受适应和收敛不匹配的问题。我们将描述硬件设置,软件系统,并随后进行两个用户评估实验,评估我们系统的结果。
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引用次数: 7
Multi-Player Virtual Ping-Pong Game 多人虚拟乒乓球游戏
Young-Bum Kim, Seung-Hoon Han, Sun-jeong Kim, Eun-Ju Kim, C. Song
In this paper we show how a motion capture system and feedback mechanism can be integrated into a virtual ping- pong game to create a multi-player platform. To trace the motion of each player, optical markers are attached to different places on each player's paddle. For tactile feedback, we designed a controller for a DC (Direct Current) motor, which is also attached to the paddle. This controller communicates with the game server through wireless Bluetooth technology. When the game server detects a collision between the paddle and ball, the controller receives the message from the game server and then triggers one of the respective paddle's DC motors to vibrate depending on the position of the impact on the paddle. During an exhibition many people positively responded to the game.
在本文中,我们展示了如何将动作捕捉系统和反馈机制集成到虚拟乒乓球游戏中以创建一个多人游戏平台。为了追踪每个球员的动作,光学标记被固定在每个球员球拍的不同位置。对于触觉反馈,我们设计了一个DC(直流)电机控制器,它也连接在桨上。该控制器通过无线蓝牙技术与游戏服务器通信。当游戏服务器检测到桨和球之间的碰撞时,控制器接收来自游戏服务器的信息,然后触发各自桨的一个直流电机,根据撞击桨的位置振动。在一次展览中,许多人对这款游戏做出了积极的反应。
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引用次数: 13
Presentation Technique of Scent to Avoid Olfactory Adaptation 避免嗅觉适应的气味呈现技术
Ami Kadowaki, Junta Sato, Yuichi Bannai, Ken-ichi Okada
Trials on the transmission of olfactory information together with audio/visual information are currently being conducted in the field of multimedia. However, continuous emission of a scent creates problems of human adaptation to the lingering olfactory stimuli. During long movie scenes, viewers can not detect an emitted scent continuously. To overcome this problem we applied pulse ejection to repeatedly emit scent for short periods of time to ensure the olfactory stimuli do not remain in the air to cause adaptation. This study presents the decision procedure for the ejection interval Deltat required while considering the olfactory characteristics of subjects. The developed method provided the user with an olfactory experience over a long duration, avoiding adaptation.
目前正在多媒体领域进行嗅觉信息与视听信息一起传输的试验。然而,持续散发的气味会造成人类对持续的嗅觉刺激的适应问题。在长时间的电影场景中,观众无法持续检测到散发出来的气味。为了克服这一问题,我们采用脉冲喷射法,在短时间内反复释放气味,以确保嗅觉刺激不会停留在空气中导致适应。本研究在考虑受试者嗅觉特征的情况下,提出了所需射射间隔delta的决策程序。开发的方法为用户提供了长时间的嗅觉体验,避免了适应。
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引用次数: 36
期刊
17th International Conference on Artificial Reality and Telexistence (ICAT 2007)
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