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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。
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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
Audio-Visual-Olfactory Resource Allocation for Tri-modal Virtual Environments. 三模态虚拟环境的视听嗅觉资源分配。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-05-01 Epub Date: 2019-02-14 DOI: 10.1109/TVCG.2019.2898823
E Doukakis, K Debattista, T Bashford-Rogers, A Dhokia, A Asadipour, A Chalmers, C Harvey

Virtual Environments (VEs) provide the opportunity to simulate a wide range of applications, from training to entertainment, in a safe and controlled manner. For applications which require realistic representations of real world environments, the VEs need to provide multiple, physically accurate sensory stimuli. However, simulating all the senses that comprise the human sensory system (HSS) is a task that requires significant computational resources. Since it is intractable to deliver all senses at the highest quality, we propose a resource distribution scheme in order to achieve an optimal perceptual experience within the given computational budgets. This paper investigates resource balancing for multi-modal scenarios composed of aural, visual and olfactory stimuli. Three experimental studies were conducted. The first experiment identified perceptual boundaries for olfactory computation. In the second experiment, participants ( N=25) were asked, across a fixed number of budgets ( M=5), to identify what they perceived to be the best visual, acoustic and olfactory stimulus quality for a given computational budget. Results demonstrate that participants tend to prioritize visual quality compared to other sensory stimuli. However, as the budget size is increased, users prefer a balanced distribution of resources with an increased preference for having smell impulses in the VE. Based on the collected data, a quality prediction model is proposed and its accuracy is validated against previously unused budgets and an untested scenario in a third and final experiment.

虚拟环境(VEs)提供了以安全和可控的方式模拟从培训到娱乐的各种应用程序的机会。对于需要真实世界环境的逼真表示的应用,虚拟现实需要提供多种物理上准确的感官刺激。然而,模拟构成人类感觉系统(HSS)的所有感官是一项需要大量计算资源的任务。由于难以以最高质量提供所有感官,我们提出了一种资源分配方案,以便在给定的计算预算内实现最佳的感知体验。本文研究了由听觉、视觉和嗅觉刺激组成的多模态场景的资源平衡问题。进行了三项实验研究。第一个实验确定了嗅觉计算的感知边界。在第二个实验中,参与者(N=25)被要求在固定数量的预算(M=5)中确定他们认为在给定的计算预算中最好的视觉、听觉和嗅觉刺激质量。结果表明,与其他感官刺激相比,参与者倾向于优先考虑视觉质量。然而,随着预算规模的增加,用户更喜欢资源的平衡分配,更喜欢在VE中有气味冲动。基于收集到的数据,提出了一个质量预测模型,并在第三次和最后一次实验中针对先前未使用的预算和未测试的场景验证了其准确性。
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引用次数: 8
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
A Coloring Algorithm for Disambiguating Graph and Map Drawings. 图与地图图消歧的着色算法。
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-02-01 Epub Date: 2018-01-25 DOI: 10.1007/978-3-662-45803-7_8
Yifan Hu, Lei Shi, Qingsong Liu

Drawings of non-planar graphs always result in edge crossings. When there are many edges crossing at small angles, it is often difficult to follow these edges, because of the multiple visual paths resulted from the crossings that slow down eye movements. In this paper we propose an algorithm that disambiguates the edges with automatic selection of distinctive colors. Our proposed algorithm computes a near optimal color assignment of a dual collision graph, using a novel branch-and-bound procedure applied to a space decomposition of the color gamut. We give examples demonstrating this approach in real world graphs and maps, as well as a user study to establish its effectiveness and limitations.

非平面图形的绘制总是会导致边缘交叉。当有许多边缘以小角度相交时,通常很难跟随这些边缘,因为交叉产生的多条视觉路径会减慢眼球运动。本文提出了一种通过自动选择不同颜色来消除边缘歧义的算法。我们提出的算法使用一种应用于色域空间分解的新颖分支定界程序来计算双碰撞图的近最优颜色分配。我们给出了在现实世界的图形和地图中演示这种方法的示例,并通过用户研究来确定其有效性和局限性。
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引用次数: 0
VIS Conference Committee VIS会议委员会
IF 5.2 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2019-01-01 DOI: 10.1109/scivis.2015.7429479
H. Theisel, Petra Specht, H. Hege, B. Preim, G. Scheuermann, Remco Chang, Huamin Qu, T. Schreck, Tim Dwyer, S. Franconeri, Petra Isenberg, I. Fujishiro, Gunther H. Weber, D. Weiskopf, Wenwen Dou, T. V. Landesberger, M. Meyer, N. Riche, Jian Chen, A. Endert, Chaoli Wang, N. Andrienko, Peter Lindstrom, Berk Geveci, L. G. Nonato, T. Nagel, Jordan Crouser, G. Grinstein, M. Whiting, J. Patchett, T. Wischgoll, Torsten Möller, D. Staheli, C. Turkay, Daniela Oelke, M. Brehmer, B. Hentschel, Fanny Chevalier, T. Ropinski, K. Vrotsou, Z. Liu, Ayan Biswas, Aashish Chaudhary, Weiwei Cui, J. Woodring, Tim Gerrits, T. Luciani, John E. Wenskovitch, Virginia Tech, Fumeng Yang, M. Behrisch, D. Archambault, Katie Osterdahl, M. Borkin, K. Gaither, Lisa Avila, S. Miksch, Melanie Tory
Papers Chairs Remco Chang Tufts University (VAST) Huamin Qu Hong Kong University of Science and Technology (VAST) Tobias Schreck Graz University of Technology (VAST) Tim Dwyer Monash University (InfoVis) Steve Franconeri Northwestern University (InfoVis) Petra Isenberg Inria (InfoVis) Issei Fujishiro Keio University (SciVis) Gunther Weber Lawrence Berkeley National Laboratory (SciVis) Daniel Weiskopf University of Stuttgart (SciVis)
论文主席Remco Chang塔夫茨大学(VAST)屈华民香港科技大学(VAST) Tobias Schreck Graz科技大学(VAST) Tim Dwyer莫纳什大学(InfoVis) Steve Franconeri西北大学(InfoVis) Petra Isenberg Inria (InfoVis) Issei Fujishiro庆应大学(SciVis) Gunther Weber Lawrence Berkeley国家实验室(SciVis) Daniel Weiskopf斯图加特大学(SciVis)
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引用次数: 0
期刊
IEEE Transactions on Visualization and Computer Graphics
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