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Improving static and dynamic registration in an optical see-through HMD 改进光学透明HMD的静态和动态配准
Ronald T. Azuma, G. Bishop
In Augmented Reality, see-through HMDs superimpose virtual 3D objects on the real world. This technology has the potential to enhance a user's perception and interaction with the real world. However, many Augmented Reality applications will not be accepted until we can accurately register virtual objects with their real counterparts. In previous systems, such registration was achieved only from a limited range of viewpoints, when the user kept his head still. This paper offers improved registration in two areas. First, our system demonstrates accurate static registration across a wide variety of viewing angles and positions. An optoelectronic tracker provides the required range and accuracy. Three calibration steps determine the viewing parameters. Second, dynamic errors that occur when the user moves his head are reduced by predicting future head locations. Inertial sensors mounted on the HMD aid head-motion prediction. Accurate determination of prediction distances requires low-overhead operating systems and eliminating unpredictable sources of latency. On average, prediction with inertial sensors produces errors 2-3 times lower than prediction without inertial sensors and 5-10 times lower than using no prediction at all. Future steps that may further improve registration are outlined.
在增强现实技术中,透明的头戴式显示器将虚拟的3D物体叠加在现实世界上。这项技术有可能增强用户对现实世界的感知和互动。然而,许多增强现实应用程序将不会被接受,直到我们能够准确地将虚拟对象与其真实对应对象进行注册。在以前的系统中,只有在用户保持头部不动的情况下,才能从有限的视点范围内实现这种注册。本文在两个方面改进了配准。首先,我们的系统在各种视角和位置上展示了准确的静态注册。光电跟踪器提供所需的范围和精度。三个校准步骤确定观看参数。其次,通过预测未来头部位置来减少用户移动头部时发生的动态误差。安装在头戴式头盔上的惯性传感器有助于头部运动预测。准确地确定预测距离需要低开销的操作系统和消除不可预测的延迟源。平均而言,使用惯性传感器的预测产生的误差比不使用惯性传感器的预测低2-3倍,比完全不使用预测低5-10倍。概述了可能进一步改进注册的未来步骤。
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引用次数: 455
A model for efficient and flexible image computing 一种高效灵活的图像计算模型
Michael A. Shantzis
As common as imaging operations are, the literature contains little about how to build systems for image computation. This paper presents a system which addresses the major issues of image computing. The system includes an algorithm for performing imaging operations which guarantees that we only compute those regions of the image that will affect the result. The paper also discusses several other issues critical when creating a flexible image computing environment and describes solutions for these problems in the context of our model. These issues include how one handles images of any resolution and how one works in arbitrary coordinate systems. It also includes a discussion of the standard memory models, a presentation of a new model, and a discussion of each one's advantages and disadvantages.
与成像操作一样常见的是,文献中关于如何构建图像计算系统的内容很少。本文提出了一个解决图像计算主要问题的系统。该系统包括一个用于执行成像操作的算法,该算法保证我们只计算图像中会影响结果的那些区域。本文还讨论了在创建灵活的图像计算环境时的其他几个关键问题,并描述了在我们的模型上下文中这些问题的解决方案。这些问题包括如何处理任意分辨率的图像以及如何在任意坐标系下工作。它还包括对标准内存模型的讨论,对新模型的介绍,以及对每种模型的优缺点的讨论。
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引用次数: 31
Art and technology: very large scale integration 艺术和技术:非常大规模的整合
Tom Meyer, Sally Rosenthal, Stephen R. Johnson, M. L. Jepsen, Douglas Davis
The panel is made up of artists who create large-scale works using technology. We discuss the future of artistic techniques which incorporate technology, in order to extend the possibilities of human interaction with the machine and with other people. Technology and artistic creation have always been closely linked, from the invention of painting, through the development of printing, up through the present, which offers new possibilities for people to interact with the technology, with the work, and with each other. However, much current artistic work is still based on traditional notions of electronic publication: one viewer/reader working with a work of art contained on one computer. Most VR systems are still walk-throughs, with little or no ability to interact with the created environment or with other people. The much-hyped CD-ROMS that are becoming the medium of choice for rock stars still do not provide even the level of intimacy and interaction which a relatively lowtech concert can provide. As social beings, we need shared experience, such as that generated by the spectacular. But the networked festival, the “digital convergence,” is happening. The World Wide Web almost tripled in size between November and December 1993, and more information is being linked into it constantly. On-line communities, such as MUDs and their relations, have become an explosion of creative interaction, and are being used for real-time collaboration, including hypertext creative writing and other art projects — the development of “folk programming.” As communication bandwidth becomes cheaper, video teleconferencing and collaboration across cultural boundaries becomes a common occurrence. And the plummeting costs of hardware and networking allow the development of ubiquitous computing, augmenting reality and communication by making the surrounding environment become reactive to its participants. The members of this panel are each exploring ways to extend human interaction both with technology and with other people, by using the technology as an integral part of their art. Where existing tools are not useful or appropriate, they have extended them or built their own. Their art is art on the large scale, using technology to create artistic endeavors beyond the scale of the individual, to the scale of human communities..
该小组由使用技术创作大型作品的艺术家组成。我们讨论了融合技术的艺术技巧的未来,以扩展人类与机器和其他人互动的可能性。从绘画的发明,到印刷术的发展,再到现在,技术和艺术创作一直紧密相连,这为人们与技术、与作品以及彼此之间的互动提供了新的可能性。然而,目前的许多艺术作品仍然基于传统的电子出版观念:一个观众/读者使用一台计算机上的艺术作品。大多数VR系统仍然是演练,很少或根本没有能力与所创造的环境或与其他人互动。大肆宣传的cd - rom正在成为摇滚明星的首选媒介,但它甚至无法提供一场技术含量相对较低的音乐会所能提供的亲密和互动程度。作为社会人,我们需要分享经验,比如由壮观产生的经验。但是网络化的节日,“数字融合”正在发生。在1993年11月至12月间,万维网的规模几乎增加了两倍,而且越来越多的信息不断地与之相连。在线社区,如mud和它们之间的关系,已经成为创造性互动的爆发,并被用于实时协作,包括超文本创意写作和其他艺术项目——“民间编程”的发展。随着通信带宽变得越来越便宜,视频电话会议和跨文化协作变得越来越普遍。硬件和网络成本的急剧下降使得无处不在的计算、增强现实和通过使周围环境对其参与者产生反应来进行通信的发展成为可能。这个小组的成员都在探索如何通过将技术作为他们艺术的一个组成部分来扩展人类与技术和其他人的互动。在现有工具无用或不合适的地方,他们扩展了这些工具或构建了自己的工具。他们的艺术是大规模的艺术,利用技术创造超越个人规模的艺术努力,达到人类社会的规模。
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引用次数: 0
Fast volume rendering using a shear-warp factorization of the viewing transformation 快速体渲染使用剪切-翘曲分解观看转换
P. Lacroute, M. Levoy
Several existing volume rendering algorithms operate by factoring the viewing transformation into a 3D shear parallel to the data slices, a projection to form an intermediate but distorted image, and a 2D warp to form an undistorted final image. We extend this class of algorithms in three ways. First, we describe a new object-order rendering algorithm based on the factorization that is significantly faster than published algorithms with minimal loss of image quality. Shear-warp factorizations have the property that rows of voxels in the volume are aligned with rows of pixels in the intermediate image. We use this fact to construct a scanline-based algorithm that traverses the volume and the intermediate image in synchrony, taking advantage of the spatial coherence present in both. We use spatial data structures based on run-length encoding for both the volume and the intermediate image. Our implementation running on an SGI Indigo workstation renders a 2563 voxel medical data set in one second. Our second extension is a shear-warp factorization for perspective viewing transformations, and we show how our rendering algorithm can support this extension. Third, we introduce a data structure for encoding spatial coherence in unclassified volumes (i.e. scalar fields with no precomputed opacity). When combined with our shear-warp rendering algorithm this data structure allows us to classify and render a 2563 voxel volume in three seconds. The method extends to support mixed volumes and geometry and is parallelizable.
现有的几种体绘制算法通过将观察转换分解为与数据切片平行的3D剪切,投影形成中间但扭曲的图像,以及二维扭曲形成未扭曲的最终图像来操作。我们以三种方式扩展这类算法。首先,我们描述了一种新的基于因子分解的对象顺序渲染算法,该算法比已发表的算法快得多,并且图像质量损失最小。剪切-翘曲分解具有这样的属性,即体积中的体素行与中间图像中的像素行对齐。我们利用这一事实构建了一个基于扫描线的算法,该算法同步遍历体积和中间图像,利用两者存在的空间相干性。我们对体积和中间图像使用基于游程编码的空间数据结构。我们在SGI Indigo工作站上运行的实现在一秒钟内渲染2563体素的医疗数据集。我们的第二个扩展是用于透视图查看转换的剪切-翘曲分解,我们将展示我们的呈现算法如何支持这个扩展。第三,我们引入了一种用于编码未分类体(即没有预先计算不透明度的标量场)空间相干性的数据结构。当与我们的剪切-翘曲渲染算法相结合时,这种数据结构允许我们在三秒钟内分类和渲染2563体素的体积。该方法扩展到支持混合体积和几何形状,并且是可并行的。
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引用次数: 1262
Hierarchical spacetime control 分层时空控制
Zicheng Liu, S. Gortler, Michael F. Cohen
Specifying the motion of an animated linked figure such that it achieves given tasks (e.g., throwing a ball into a basket) and performs the tasks in a realistic fashion (e.g., gracefully, and following physical laws such as gravity) has been an elusive goal for computer animators. The spacetime constraints paradigm has been shown to be a valuable approach to this problem, but it suffers from computational complexity growth as creatures and tasks approach those one would like to animate. The complexity is shown to be, in part, due to the choice of finite basis with which to represent the trajectories of the generalized degrees of freedom. This paper describes new features to the spacetime constraints paradigm to address this problem. The functions through time of the generalized degrees of freedom are reformulated in a hierarchical wavelet representation. This provides a means to automatically add detailed motion only where it is required, thus minimizing the number of discrete variables. In addition the wavelet basis is shown to lead to better conditioned systems of equations and thus faster convergence.
指定动画链接图形的运动,使其完成给定的任务(例如,将球扔进篮子)并以逼真的方式执行任务(例如,优雅地遵循物理定律,如重力)一直是计算机动画师难以捉摸的目标。时空约束范式已被证明是解决这一问题的一种有价值的方法,但随着生物和任务接近那些想要动画的对象,它的计算复杂性不断增长。其复杂性部分是由于选择有限基来表示广义自由度的轨迹。本文描述了时空约束范式的新特征来解决这个问题。将广义自由度随时间的函数用分层小波表示重新表述。这提供了一种方法,可以在需要的地方自动添加详细的运动,从而最大限度地减少离散变量的数量。此外,小波基被证明可以产生更好的条件方程组,从而更快地收敛。
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引用次数: 224
Method of displaying optical effects within water using accumulation buffer 一种利用累积缓冲器显示水中光学效果的方法
T. Nishita, E. Nakamae
A precise shading model is required to display realistic images. Recently research on global illumination has been widespread. In global illumination, problems of diffuse reflection have been solved fairly well, but some optical problems after specular reflection and refraction still remain. Some natural phenomena stand out in reflected/refracted light from the wave surface of water. Refracted light from water surface converges and diverges, and creates shafts of light due to scattered light from particles. The color of the water is influenced by scattering/absorption effects of water molecules and suspensions. For these effects, the intensity and direction of incident light to particles plays an important role, and it is difficult to calculate them in conventional ray-tracing because light refracts when passing through waves. Therefore, the pre-processing tracing from light sources is necessary. The method proposed here can effectively calculate optical effects, shaft of light, caustics, and color of the water without such pre-processing by using a scanline Z-buffer and accumulation buffer.
一个精确的阴影模型需要显示逼真的图像。近年来,对全局照明的研究得到了广泛的开展。在全局照明中,漫反射问题已经得到了较好的解决,但镜面反射和折射后的光学问题仍然存在。一些自然现象在水面反射/折射的光线中显得很突出。来自水面的折射光汇聚和发散,并由于粒子的散射光而产生光轴。水的颜色受到水分子和悬浮液的散射/吸收效应的影响。对于这些效应,入射光的强度和方向对粒子起着重要的作用,而由于光线在穿过波时发生折射,在传统的光线追踪中很难计算它们。因此,光源跟踪的预处理是必要的。本文提出的方法利用扫描线Z-buffer和积累buffer,可以在不进行预处理的情况下,有效地计算出光学效果、光轴、焦散和水的颜色。
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引用次数: 103
Efficient techniques for interactive texture placement 有效的交互式纹理放置技术
Peter Litwinowicz, G. Miller
This paper describes efficient algorithms for the placement and distortion of textures. The textures include surface color maps and environment maps. Affine transformations of a texture, as well as localized warps, are used to align features in the texture with features of the model. Image-space caches are used to enable texture placement in real time.
本文描述了一种有效的纹理放置和变形算法。纹理包括表面颜色贴图和环境贴图。纹理的仿射变换以及局部翘曲用于将纹理中的特征与模型的特征对齐。图像空间缓存用于实时放置纹理。
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引用次数: 48
Visual simulation of lightning 闪电的视觉模拟
T. Reed, B. Wyvill
A method for rendering lightning using conventional raytracing techniques is discussed. The approach taken is directed at producing aesthetic images for animation, rather than providing a realistic physically based model for rendering. A particle system is used to generate the path of the lightning channel, and subsequently to animate the lightning. A technique, using implicit surfaces, is introduced for illuminating objects struck by lightning.
讨论了一种利用常规光线追踪技术绘制闪电的方法。所采取的方法是为动画制作美学图像,而不是为渲染提供一个现实的基于物理的模型。粒子系统用于生成闪电通道的路径,并随后对闪电进行动画处理。介绍了一种使用隐式表面的技术,用于照亮被闪电击中的物体。
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引用次数: 45
Computer graphics and economic transformations 计算机图形学和经济转型
Walt Bransford, M. Klein, Craig Moody, David Reed, M. Rothschild
intertwined with the patterns of economic change. The technologies of SIGGRAPH are understandable. The economic environment in which they thrive is not. The opportunities of the future are connected to our technological legacy. But forces more biological than mechanical are beginning to shape business and economic methods. These forces affect the diffusion of computer graphics and other advanced technologies into the commercial landscape. They are radically changing competitive and social environments. Businesses are struggling to find and create markets for a technology with staggering potential. Society is undergoing yet another transformation of communications as well as personal habits and tastes. This panel will try to make sense out of some of the elements that make up this energetic and complex economic arena. A historian of American technology and business will review the continuum in which invention and innovation continues to flourish. An economic model more suited to the “information age” will be introduced to SIGGRAPH at this panel. Against this background is an entrepreneur’s view of turning innovations into economic effect by giving them life in today’s market place. Finally, without invention all of this would be meaningless. A researcher’s view of the impact of these elements on pre-competitive computer graphics-based products concludes the panel. A new economic perspective on computer graphics-based technologies is additional way to identify opportunity. These fresh and diverse views will try to establish that perspective.
与经济变化的模式交织在一起。SIGGRAPH的技术是可以理解的。而他们赖以生存的经济环境却并非如此。未来的机遇与我们的技术遗产息息相关。但更多的是生物性而非机械性的力量开始影响商业和经济方法。这些力量影响着计算机图形学和其他先进技术向商业领域的扩散。他们正在彻底改变竞争和社会环境。企业正在努力为这项潜力巨大的技术寻找和创造市场。社会正在经历另一场通信、个人习惯和品味的变革。本专题讨论将试图从构成这个充满活力和复杂的经济舞台的一些因素中找到意义。一位研究美国技术和商业的历史学家将回顾发明和创新持续蓬勃发展的连续统一体。一个更适合“信息时代”的经济模型将在这个小组中介绍给SIGGRAPH。在这种背景下,企业家的观点是通过赋予创新在当今市场上的生命,将创新转化为经济效应。最后,如果没有发明,这一切都将毫无意义。一位研究人员对这些因素对竞争前基于计算机图形的产品的影响的看法总结了小组讨论。基于计算机图形技术的新经济视角是识别机会的另一种方式。这些新颖而多样的观点将试图确立这一观点。
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引用次数: 0
Fast computation of shadow boundaries using spatial coherence and backprojections 利用空间相干性和反向投影快速计算阴影边界
A. J. Stewart, S. Ghali
This paper describes a fast, practical algorithm to compute the shadow boundaries in a polyhedral scene illuminated by a polygonal light source. The shadow boundaries divide the faces of the scene into regions such that the structure or “aspect” of the visible area of the light source is constant within each region. The paper also describes a fast, practical algorithm to compute the structure of the visible light source in each region. Both algorithms exploit spatial coherence and are the most efficient yet developed. Given the structure of the visible light source in a region, queries of the form “What specific areas of the light source are visible?” can be answered almost instantly from any point in the region. This speeds up by several orders of magnitude the accurate computation of first level diffuse reflections due to an area light source. Furthermore, the shadow boundaries form a good initial decomposition of the scene for global illumination computations.
本文描述了一种快速实用的计算多边形光源照射多面体场景阴影边界的算法。阴影边界将场景的面划分为区域,使得光源可见区域的结构或“方面”在每个区域内是恒定的。本文还描述了一种快速实用的算法来计算每个区域的可见光源结构。这两种算法都利用了空间相干性,是目前最有效的。给定一个区域内可见光源的结构,“光源的哪些特定区域是可见的?”的问题几乎可以在该地区的任何地方立即得到回答。这加快了几个数量级的精确计算一级漫反射由于一个区域光源。此外,阴影边界形成了一个很好的场景初始分解,用于全局照明计算。
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引用次数: 104
期刊
Proceedings of the 21st annual conference on Computer graphics and interactive techniques
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