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A Perception-driven Hybrid Decomposition for Multi-layer Accommodative Displays. 多层可调节显示的感知驱动混合分解。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 Epub Date: 2019-02-18 DOI: 10.1109/TVCG.2019.2898821
Hyeonseung Yu, Mojtaba Bemana, Marek Wernikowski, Michal Chwesiuk, Okan Tarhan Tursun, Gurprit Singh, Karol Myszkowski, Radoslaw Mantiuk, Hans-Peter Seidel, Piotr Didyk

Multi-focal plane and multi-layered light-field displays are promising solutions for addressing all visual cues observed in the real world. Unfortunately, these devices usually require expensive optimizations to compute a suitable decomposition of the input light field or focal stack to drive individual display layers. Although these methods provide near-correct image reconstruction, a significant computational cost prevents real-time applications. A simple alternative is a linear blending strategy which decomposes a single 2D image using depth information. This method provides real-time performance, but it generates inaccurate results at occlusion boundaries and on glossy surfaces. This paper proposes a perception-based hybrid decomposition technique which combines the advantages of the above strategies and achieves both real-time performance and high-fidelity results. The fundamental idea is to apply expensive optimizations only in regions where it is perceptually superior, e.g., depth discontinuities at the fovea, and fall back to less costly linear blending otherwise. We present a complete, perception-informed analysis and model that locally determine which of the two strategies should be applied. The prediction is later utilized by our new synthesis method which performs the image decomposition. The results are analyzed and validated in user experiments on a custom multi-plane display.

多焦平面和多层光场显示是解决现实世界中观察到的所有视觉线索的有前途的解决方案。不幸的是,这些设备通常需要昂贵的优化来计算输入光场或焦点堆栈的适当分解,以驱动单个显示层。尽管这些方法提供了接近正确的图像重建,但显著的计算成本阻碍了实时应用。一个简单的替代方案是线性混合策略,它使用深度信息分解单个2D图像。这种方法提供了实时性能,但在遮挡边界和光滑表面上产生不准确的结果。本文提出了一种基于感知的混合分解技术,该技术结合了上述策略的优点,实现了实时性和高保真度的结果。其基本思想是只在感知上优越的区域应用昂贵的优化,例如,中央凹处的深度不连续,并返回到成本较低的线性混合。我们提出了一个完整的,感知知情的分析和模型,在当地确定哪两种策略应该应用。然后利用我们的新合成方法进行图像分解。在用户自定义的多平面显示器上对结果进行了分析和验证。
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引用次数: 11
MegaParallax: Casual 360° Panoramas with Motion Parallax. MegaParallax:随意360°全景与运动视差。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 Epub Date: 2019-02-25 DOI: 10.1109/TVCG.2019.2898799
Tobias Bertel, Neill D F Campbell, Christian Richardt

The ubiquity of smart mobile devices, such as phones and tablets, enables users to casually capture 360° panoramas with a single camera sweep to share and relive experiences. However, panoramas lack motion parallax as they do not provide different views for different viewpoints. The motion parallax induced by translational head motion is a crucial depth cue in daily life. Alternatives, such as omnidirectional stereo panoramas, provide different views for each eye (binocular disparity), but they also lack motion parallax as the left and right eye panoramas are stitched statically. Methods based on explicit scene geometry reconstruct textured 3D geometry, which provides motion parallax, but suffers from visible reconstruction artefacts. The core of our method is a novel multi-perspective panorama representation, which can be casually captured and rendered with motion parallax for each eye on the fly. This provides a more realistic perception of panoramic environments which is particularly useful for virtual reality applications. Our approach uses a single consumer video camera to acquire 200-400 views of a real 360° environment with a single sweep. By using novel-view synthesis with flow-based blending, we show how to turn these input views into an enriched 360° panoramic experience that can be explored in real time, without relying on potentially unreliable reconstruction of scene geometry. We compare our results with existing omnidirectional stereo and image-based rendering methods to demonstrate the benefit of our approach, which is the first to enable casual consumers to capture and view high-quality 360° panoramas with motion parallax.

无处不在的智能移动设备,如手机和平板电脑,使用户可以轻松捕获360°全景,只需一次相机扫描,分享和重温体验。然而,全景图缺乏运动视差,因为它们不能为不同的视点提供不同的视图。头部平动引起的运动视差是日常生活中重要的深度线索。替代方案,如全方位立体全景图,为每只眼睛提供不同的视角(双目视差),但它们也缺乏运动视差,因为左右眼全景图是静态拼接的。基于显式场景几何的方法重建纹理三维几何,提供运动视差,但受可见重建伪影的影响。我们的方法的核心是一种新颖的多视角全景表示,可以随意捕获和渲染每只眼睛在飞行中的运动视差。这为全景环境提供了更真实的感知,这对虚拟现实应用特别有用。我们的方法使用单个消费者摄像机,通过一次扫描获得真实360°环境的200-400个视图。通过使用基于流的混合的新视图合成,我们展示了如何将这些输入视图转换为丰富的360°全景体验,可以实时探索,而不依赖于可能不可靠的场景几何重建。我们将我们的结果与现有的全向立体和基于图像的渲染方法进行比较,以证明我们的方法的好处,这是第一个使休闲消费者能够捕捉和观看高质量的360°运动视差全景图。
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引用次数: 37
Varifocal Occlusion for Optical See-Through Head-Mounted Displays using a Slide Occlusion Mask. 使用滑动遮挡遮罩的光学透明头戴式显示器的变焦遮挡。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 DOI: 10.1109/TVCG.2019.2899249
Takumi Hamasaki, Yuta Itoh

We propose a varifocal occlusion technique for optical see-through head-mounted displays (OST-HMDs). Occlusion in OST-HMDs is a powerful visual cue that enables depth perception in augmented reality (AR). Without occlusion, virtual objects rendered by an OST-HMD appear semi-transparent and less realistic. A common occlusion technique is to use spatial light modulators (SLMs) to block incoming light rays at each pixel on the SLM selectively. However, most of the existing methods create an occlusion mask only at a single, fixed depth-typically at infinity. With recent advances in varifocal OST-HMDs, such traditional fixed-focus occlusion causes a mismatch in depth between the occlusion mask plane and the virtual object to be occluded, leading to an uncomfortable user experience with blurred occlusion masks. In this paper, we thus propose an OST-HMD system with varifocal occlusion capability: we physically slide a transmissive liquid crystal display (LCD) to optically shift the occlusion plane along the optical path so that the mask appears sharp and aligns to a virtual image at a given depth. Our solution has several benefits over existing varifocal occlusion methods: it is computationally less demanding and, more importantly, it is optically consistent, i.e., when a user loses focus on the corresponding virtual image, the mask again gets blurred consistently as the virtual image does. In the experiment, we build a proof-of-concept varifocal occlusion system implemented with a custom retinal projection display and demonstrate that the system can shift the occlusion plane to depths ranging from 25 cm to infinity.

我们提出了一种用于光学透明头戴式显示器(ost - hmd)的变焦遮挡技术。ost - hmd中的遮挡是一种强大的视觉线索,可以实现增强现实(AR)中的深度感知。没有遮挡,由OST-HMD渲染的虚拟物体看起来是半透明的,不太真实。一种常见的遮挡技术是使用空间光调制器(SLM)选择性地阻挡SLM上每个像素处的入射光线。然而,大多数现有的方法只在一个固定的深度上创建一个遮挡遮罩——通常是在无穷大。随着最近变焦ost - hmd的发展,这种传统的固定焦点遮挡会导致遮挡掩模平面与被遮挡的虚拟物体之间的深度不匹配,导致遮挡掩模模糊的用户体验不舒服。因此,在本文中,我们提出了一种具有变焦遮挡能力的OST-HMD系统:我们物理地滑动透射式液晶显示器(LCD),使遮挡平面沿着光路光学位移,从而使掩模看起来清晰,并在给定深度与虚拟图像对齐。与现有的变焦遮挡方法相比,我们的解决方案有几个优点:它在计算上的要求更低,更重要的是,它在光学上是一致的,即,当用户失去对相应虚拟图像的焦点时,掩模再次像虚拟图像一样被模糊。在实验中,我们构建了一个概念验证的用自定义视网膜投影显示器实现的变焦遮挡系统,并证明该系统可以将遮挡平面移动到从25厘米到无限远的深度范围内。
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引用次数: 33
Motion parallax for 360° RGBD video. 360°RGBD视频的运动视差。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 Epub Date: 2019-03-06 DOI: 10.1109/TVCG.2019.2898757
Ana Serrano, Incheol Kim, Zhili Chen, Stephen DiVerdi, Diego Gutierrez, Aaron Hertzmann, Belen Masia

We present a method for adding parallax and real-time playback of 360° videos in Virtual Reality headsets. In current video players, the playback does not respond to translational head movement, which reduces the feeling of immersion, and causes motion sickness for some viewers. Given a 360° video and its corresponding depth (provided by current stereo 360° stitching algorithms), a naive image-based rendering approach would use the depth to generate a 3D mesh around the viewer, then translate it appropriately as the viewer moves their head. However, this approach breaks at depth discontinuities, showing visible distortions, whereas cutting the mesh at such discontinuities leads to ragged silhouettes and holes at disocclusions. We address these issues by improving the given initial depth map to yield cleaner, more natural silhouettes. We rely on a three-layer scene representation, made up of a foreground layer and two static background layers, to handle disocclusions by propagating information from multiple frames for the first background layer, and then inpainting for the second one. Our system works with input from many of today's most popular 360° stereo capture devices (e.g., Yi Halo or GoPro Odyssey), and works well even if the original video does not provide depth information. Our user studies confirm that our method provides a more compelling viewing experience than without parallax, increasing immersion while reducing discomfort and nausea.

我们提出了一种在虚拟现实耳机中添加视差和实时播放360°视频的方法。在目前的视频播放器中,播放对头部的平移运动没有反应,这会降低沉浸感,并导致一些观众晕车。给定一个360°视频及其相应的深度(由当前的立体360°拼接算法提供),一种幼稚的基于图像的渲染方法将使用深度在观看者周围生成3D网格,然后在观看者移动头部时适当地转换它。然而,这种方法在深度不连续处断裂,显示出明显的扭曲,而在这种不连续处切割网格会导致粗糙的轮廓和断开处的孔。我们通过改进给定的初始深度图来解决这些问题,从而产生更清晰、更自然的轮廓。我们依靠三层场景表示,由前景层和两个静态背景层组成,通过从多个帧传播信息来处理第一个背景层,然后对第二个背景层进行涂漆。我们的系统可以与许多当今最流行的360度立体捕捉设备(如Yi Halo或GoPro Odyssey)的输入一起工作,即使原始视频不提供深度信息也能很好地工作。我们的用户研究证实,我们的方法提供了比没有视差更引人注目的观看体验,增加了沉浸感,同时减少了不适和恶心。
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引用次数: 69
The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from 3D Measurements. 虚拟卡尺:从3D测量快速创建度量精确的化身。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 Epub Date: 2019-02-21 DOI: 10.1109/TVCG.2019.2898748
Sergi Pujades, Betty Mohler, Anne Thaler, Joachim Tesch, Naureen Mahmood, Nikolas Hesse, Heinrich H Bulthoff, Michael J Black

Creating metrically accurate avatars is important for many applications such as virtual clothing try-on, ergonomics, medicine, immersive social media, telepresence, and gaming. Creating avatars that precisely represent a particular individual is challenging however, due to the need for expensive 3D scanners, privacy issues with photographs or videos, and difficulty in making accurate tailoring measurements. We overcome these challenges by creating "The Virtual Caliper", which uses VR game controllers to make simple measurements. First, we establish what body measurements users can reliably make on their own body. We find several distance measurements to be good candidates and then verify that these are linearly related to 3D body shape as represented by the SMPL body model. The Virtual Caliper enables novice users to accurately measure themselves and create an avatar with their own body shape. We evaluate the metric accuracy relative to ground truth 3D body scan data, compare the method quantitatively to other avatar creation tools, and perform extensive perceptual studies. We also provide a software application to the community that enables novices to rapidly create avatars in fewer than five minutes. Not only is our approach more rapid than existing methods, it exports a metrically accurate 3D avatar model that is rigged and skinned.

创建精确的虚拟形象对于许多应用都很重要,例如虚拟服装试穿、人体工程学、医学、沉浸式社交媒体、远程呈现和游戏。然而,由于需要昂贵的3D扫描仪,照片或视频的隐私问题,以及难以进行精确的剪裁测量,创建精确代表特定个体的虚拟形象具有挑战性。我们通过创造“虚拟卡尺”来克服这些挑战,它使用VR游戏控制器进行简单的测量。首先,我们确定用户可以可靠地测量自己的身体。我们发现一些距离测量是很好的候选者,然后验证它们与由SMPL身体模型表示的3D身体形状线性相关。“虚拟卡尺”可以让新手用户精确测量自己,并根据自己的体型创建一个虚拟化身。我们评估了相对于地面真实3D身体扫描数据的度量精度,将该方法与其他虚拟形象创建工具进行了定量比较,并进行了广泛的感知研究。我们还为社区提供了一个软件应用程序,使新手能够在不到五分钟的时间内快速创建化身。我们的方法不仅比现有的方法更快,它还输出了一个精确的3D角色模型,可以被操纵和蒙皮。
{"title":"The Virtual Caliper: Rapid Creation of Metrically Accurate Avatars from 3D Measurements.","authors":"Sergi Pujades,&nbsp;Betty Mohler,&nbsp;Anne Thaler,&nbsp;Joachim Tesch,&nbsp;Naureen Mahmood,&nbsp;Nikolas Hesse,&nbsp;Heinrich H Bulthoff,&nbsp;Michael J Black","doi":"10.1109/TVCG.2019.2898748","DOIUrl":"https://doi.org/10.1109/TVCG.2019.2898748","url":null,"abstract":"<p><p>Creating metrically accurate avatars is important for many applications such as virtual clothing try-on, ergonomics, medicine, immersive social media, telepresence, and gaming. Creating avatars that precisely represent a particular individual is challenging however, due to the need for expensive 3D scanners, privacy issues with photographs or videos, and difficulty in making accurate tailoring measurements. We overcome these challenges by creating \"The Virtual Caliper\", which uses VR game controllers to make simple measurements. First, we establish what body measurements users can reliably make on their own body. We find several distance measurements to be good candidates and then verify that these are linearly related to 3D body shape as represented by the SMPL body model. The Virtual Caliper enables novice users to accurately measure themselves and create an avatar with their own body shape. We evaluate the metric accuracy relative to ground truth 3D body scan data, compare the method quantitatively to other avatar creation tools, and perform extensive perceptual studies. We also provide a software application to the community that enables novices to rapidly create avatars in fewer than five minutes. Not only is our approach more rapid than existing methods, it exports a metrically accurate 3D avatar model that is rigged and skinned.</p>","PeriodicalId":13376,"journal":{"name":"IEEE Transactions on Visualization and Computer Graphics","volume":"25 5","pages":"1887-1897"},"PeriodicalIF":5.2,"publicationDate":"2019-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/TVCG.2019.2898748","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"36990225","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":1,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 36
Auditory Feedback for Navigation with Echoes in Virtual Environments: Training Procedure and Orientation Strategies. 虚拟环境中回声导航的听觉反馈:训练程序和定向策略。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 Epub Date: 2019-02-18 DOI: 10.1109/TVCG.2019.2898787
Anastassia Andreasen, Michele Geronazzo, Niels Christian Nilsson, Jelizaveta Zovnercuka, Kristian Konovalov, Stefania Serafin

Being able to hear objects in an environment, for example using echolocation, is a challenging task. The main goal of the current work is to use virtual environments (VEs) to train novice users to navigate using echolocation. Previous studies have shown that musicians are able to differentiate sound pulses from reflections. This paper presents design patterns for VE simulators for both training and testing procedures, while classifying users' navigation strategies in the VE. Moreover, the paper presents features that increase users' performance in VEs. We report the findings of two user studies: a pilot test that helped improve the sonic interaction design, and a primary study exposing participants to a spatial orientation task during four conditions which were early reflections (RF), late reverberation (RV), early reflections-reverberation (RR) and visual stimuli (V). The latter study allowed us to identify navigation strategies among the users. Some users (10/26) reported an ability to create spatial cognitive maps during the test with auditory echoes, which may explain why this group performed better than the remaining participants in the RR condition.

能够听到环境中的物体,例如使用回声定位,是一项具有挑战性的任务。当前工作的主要目标是使用虚拟环境(VEs)来训练新手用户使用回声定位进行导航。先前的研究表明,音乐家能够区分声音脉冲和反射。本文提出了训练和测试过程中虚拟现实模拟器的设计模式,并对虚拟现实中用户的导航策略进行了分类。此外,本文还提出了在虚拟机中提高用户性能的特性。我们报告了两项用户研究的结果:一项有助于改进声音交互设计的试点测试,以及一项让参与者在早期反射(RF)、晚期混响(RV)、早期反射-混响(RR)和视觉刺激(V)四种条件下进行空间定向任务的初步研究。后一项研究使我们能够确定用户之间的导航策略。一些用户(10/26)报告说,他们有能力在有听觉回声的测试中创建空间认知地图,这可能解释了为什么这一组在RR条件下比其他参与者表现得更好。
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引用次数: 7
Light Attenuation Display: Subtractive See-Through Near-Eye Display via Spatial Color Filtering. 光衰减显示:通过空间色彩过滤的减色法透视近眼显示。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 DOI: 10.1109/TVCG.2019.2899229
Yuta Itoh, Tobias Langlotz, Daisuke Iwai, Kiyoshi Kiyokawa, Toshiyuki Amano

We present a display for optical see-through near-eye displays based on light attenuation, a new paradigm that forms images by spatially subtracting colors of light. Existing optical see-through head-mounted displays (OST-HMDs) form virtual images in an additive manner-they optically combine the light from an embedded light source such as a microdisplay into the users' field of view (FoV). Instead, our light attenuation display filters the color of the real background light pixel-wise in the users' see-through view, resulting in an image as a spatial color filter. Our image formation is complementary to existing light-additive OST-HMDs. The core optical component in our system is a phase-only spatial light modulator (PSLM), a liquid crystal module that can control the phase of the light in each pixel. By combining PSLMs with polarization optics, our system realizes a spatially programmable color filter. In this paper, we introduce our optics design, evaluate the spatial color filter, consider applications including image rendering and FoV color control, and discuss the limitations of the current prototype.

我们提出了一种基于光衰减的光学透明近眼显示器,这是一种通过空间减去光的颜色来形成图像的新范例。现有的光学透明头戴式显示器(ost - hmd)以一种附加的方式形成虚拟图像——它们将来自嵌入式光源(如微显示器)的光光学地组合到用户的视野(FoV)中。相反,我们的光衰减显示器在用户的透明视图中按像素过滤真实背景光的颜色,从而使图像成为空间颜色过滤器。我们的图像形成是对现有光加性ost - hmd的补充。我们系统的核心光学元件是一个纯相位空间光调制器(PSLM),一个液晶模块,可以控制每个像素中的光的相位。该系统将pslm与偏振光学器件相结合,实现了空间可编程滤色器。在本文中,我们介绍了我们的光学设计,评估了空间滤色器,考虑了包括图像渲染和视场颜色控制在内的应用,并讨论了当前原型的局限性。
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引用次数: 31
Implementation and Evaluation of a 50 kHz, 28μs Motion-to-Pose Latency Head Tracking Instrument. 一种50 kHz、28μs动作-姿态延迟头部跟踪仪的实现与评价。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 Epub Date: 2019-03-04 DOI: 10.1109/TVCG.2019.2899233
Alex Blate, Mary Whitton, Montek Singh, Greg Welch, Andrei State, Turner Whitted, Henry Fuchs

This paper presents the implementation and evaluation of a 50,000-pose-sample-per-second, 6-degree-of-freedom optical head tracking instrument with motion-to-pose latency of 28μs and dynamic precision of 1-2 arcminutes. The instrument uses high-intensity infrared emitters and two duo-lateral photodiode-based optical sensors to triangulate pose. This instrument serves two purposes: it is the first step towards the requisite head tracking component in sub- 100μs motion-to-photon latency optical see-through augmented reality (OST AR) head-mounted display (HMD) systems; and it enables new avenues of research into human visual perception - including measuring the thresholds for perceptible real-virtual displacement during head rotation and other human research requiring high-sample-rate motion tracking. The instrument's tracking volume is limited to about 120×120×250 but allows for the full range of natural head rotation and is sufficient for research involving seated users. We discuss how the instrument's tracking volume is scalable in multiple ways and some of the trade-offs involved therein. Finally, we introduce a novel laser-pointer-based measurement technique for assessing the instrument's tracking latency and repeatability. We show that the instrument's motion-to-pose latency is 28μs and that it is repeatable within 1-2 arcminutes at mean rotational velocities (yaw) in excess of 500°/sec.

本文介绍了一种运动-姿态延迟为28μs、动态精度为1-2弧分的5万姿态采样/秒、6自由度光学头部跟踪仪的实现与评价。该仪器使用高强度红外发射器和两个基于双侧光电二极管的光学传感器来三角测量姿态。该仪器有两个目的:它是实现亚100μs运动到光子延迟光学透明增强现实(OST AR)头戴式显示(HMD)系统所需的头部跟踪组件的第一步;它为研究人类视觉感知提供了新的途径——包括测量头部旋转过程中可感知的真实-虚拟位移的阈值,以及其他需要高采样率运动跟踪的人类研究。该仪器的跟踪体积限制在120×120×250左右,但允许全范围的自然头部旋转,并且足以用于涉及坐着用户的研究。我们讨论了仪器的跟踪量是如何以多种方式扩展的,以及其中涉及的一些权衡。最后,我们介绍了一种新的基于激光指针的测量技术来评估仪器的跟踪延迟和可重复性。我们表明,该仪器的运动到姿态延迟为28μs,并且在平均旋转速度(偏航)超过500°/秒的情况下,在1-2弧分钟内可重复。
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引用次数: 1
Table of Contents 目录表
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 DOI: 10.1109/tvcg.2019.2902969
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引用次数: 0
Motion Sickness Prediction in Stereoscopic Videos using 3D Convolutional Neural Networks. 利用三维卷积神经网络预测立体视频中的晕动病。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 Epub Date: 2019-02-15 DOI: 10.1109/TVCG.2019.2899186
Tae Min Lee, Jong-Chul Yoon, In-Kwon Lee

In this paper, we propose a three-dimensional (3D) convolutional neural network (CNN)-based method for predicting the degree of motion sickness induced by a 360° stereoscopic video. We consider the user's eye movement as a new feature, in addition to the motion velocity and depth features of a video used in previous work. For this purpose, we use saliency, optical flow, and disparity maps of an input video, which represent eye movement, velocity, and depth, respectively, as the input of the 3D CNN. To train our machine-learning model, we extend the dataset established in the previous work using two data augmentation techniques: frame shifting and pixel shifting. Consequently, our model can predict the degree of motion sickness more precisely than the previous method, and the results have a more similar correlation to the distribution of ground-truth sickness.

在本文中,我们提出了一种基于三维卷积神经网络(CNN)的方法来预测360°立体视频引起的晕动病程度。除了之前的研究中使用的视频的运动速度和深度特征外,我们还将用户的眼球运动作为一个新的特征。为此,我们使用输入视频的显著性、光流和视差图,它们分别表示眼动、速度和深度,作为3D CNN的输入。为了训练我们的机器学习模型,我们使用两种数据增强技术扩展了之前工作中建立的数据集:帧移位和像素移位。因此,我们的模型可以比以前的方法更准确地预测晕动病的程度,并且结果与地面真实病的分布具有更相似的相关性。
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引用次数: 43
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IEEE Transactions on Visualization and Computer Graphics
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