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2013 International Conference on Virtual Reality and Visualization最新文献

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TouchableAR: A New Experience of Augmented Reality TouchableAR:增强现实的新体验
Pub Date : 2013-09-14 DOI: 10.1109/ICVRV.2013.14
Dong Li, Dongdong Weng, Yuqian Li, Jinghui Xie
This paper mainly discusses the concept of Touchable AR (Touchable Augmented Reality), introduces how to create a natural tactile experience without the haptic device and introduces how the tactile experience could improve effect of AR system. This paper first gives the overall composition of the Touchable AR system and compares it with the traditional augmented reality systems. And then, two prototype systems were presented to analyze the role of touch in the AR system. In first example, an AR evaluation prototype system was set up to help the designer design the aircraft cockpit. In this system, the pilot can use his hand to touch the virtual buttons and meters to test the ergonomics performance of the design results. In second example, a touchable AR girl prototype system was set up to help the doctor to treat heterosexual-social anxiety, in which, patients can touch and feel a virtual girl. In response to these two prototype systems, this paper design a series of subjective experiments and objective experiments to compare the performance of Touchable AR system with virtual reality system and non-touchable AR system, to prove the importance of "touchable" to enhancing the user experience in AR system.
本文主要讨论了Touchable AR (Touchable Augmented Reality)的概念,介绍了如何在没有触觉设备的情况下创造自然的触觉体验,以及触觉体验如何提高AR系统的效果。本文首先给出了Touchable AR系统的总体构成,并与传统的增强现实系统进行了比较。然后,提出了两个原型系统来分析触摸在AR系统中的作用。在第一个例子中,建立了一个AR评估原型系统,以帮助设计者设计飞机座舱。在该系统中,飞行员可以用手触摸虚拟按钮和仪表来测试设计结果的人体工程学性能。在第二个例子中,为了帮助医生治疗异性恋社交焦虑,建立了一个可触摸的AR女孩原型系统,患者可以触摸和感受虚拟女孩。针对这两种原型系统,本文设计了一系列主观实验和客观实验,将Touchable AR系统与虚拟现实系统和非Touchable AR系统的性能进行比较,以证明“Touchable”对于增强AR系统中用户体验的重要性。
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引用次数: 3
Constructing LVC Simulation Environments Based on Legacy Simulations 基于遗留仿真构建LVC仿真环境
Pub Date : 2013-09-14 DOI: 10.1109/ICVRV.2013.68
Dong Zhihua, Zhu Yuanchang, Di Yanqiang, Meng Xianguo
As Modeling and Simulation (M&S) developing rapidly and used widely, more complicated simulations are needed, especially in military. That distinct architectures co-exist affect the interoperability between legacy simulations. It is considered the most promising approach to construct large-scale simulation environment through inter-connecting heterogeneous systems, called multi-architectures simulation environment or LVC simulation environments. When two or more architectures exist in a simulation environment, interoperability problems raise due to the dissimilarities, covering middle ware incompatibilities, dissimilar metamodels for data exchange, and differences in the nature of the services that are provided by the architectures. The article achieves the interoperability in the level of Object Model by creating the broker for each participating system, and establishes the mapping between data in brokers and Architecture-Neutral Object Model (ANOM).
随着建模与仿真(M&S)技术的迅速发展和广泛应用,需要更复杂的仿真,特别是在军事领域。不同的体系结构共存影响了遗留模拟之间的互操作性。多体系结构仿真环境或LVC仿真环境被认为是通过异构系统相互连接来构建大规模仿真环境的最有前途的方法。当仿真环境中存在两个或多个体系结构时,由于存在差异,包括中间件不兼容、用于数据交换的不同元模型以及体系结构提供的服务性质的差异,从而引发互操作性问题。本文通过为每个参与系统创建代理来实现对象模型级别的互操作性,并建立代理中的数据与体系结构中立对象模型(ANOM)之间的映射关系。
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引用次数: 5
An Improved Iterative Solution to the PnP Problem PnP问题的改进迭代解
Pub Date : 2013-09-14 DOI: 10.1109/ICVRV.2013.41
Jinghuai Gao, Yalin Zhang
The PnP (perspective-n-point) problem is very important in pose estimation technique based on computer vision. Aiming at this issue, an improved iterative solution is proposed. By the means of expressing the 3D point coordinates as a weighted sum of four control points, a system of homogeneous linear equations was established and then the optimized projections on the normalized image plane were obtained. The final estimation result was achieved by a relaxation-based iterative approach. Both simulations and experiments certify that the proposed algorithm can improve the computing accuracy and depress the image noise. Compared with other solutions to the PnP problem, the proposed algorithm can reduce the computational complexity while maintaining high precision with noise depression capability.
PnP (perspective-n-point)问题是基于计算机视觉的姿态估计技术中的一个重要问题。针对这一问题,提出了一种改进的迭代求解方法。通过将三维点坐标表示为4个控制点的加权和,建立了齐次线性方程组,得到了在归一化图像平面上的优化投影。最后的估计结果通过基于松弛的迭代方法得到。仿真和实验结果表明,该算法可以提高计算精度,抑制图像噪声。与其他PnP问题的解决方案相比,该算法在降低计算复杂度的同时保持了较高的精度和降噪能力。
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引用次数: 5
Animation of the Biological Pollutants Propagation on Large-Scale Water Surface 生物污染物在大尺度水面上传播的动画
Pub Date : 2013-09-14 DOI: 10.1109/ICVRV.2013.44
Guijuan Zhang, Dianjie Lu, Dengming Zhu, Hong Liu, Xiangxu Meng
We present a method to animate the propagation of biological pollutants (e.g., algae, water hyacinth etc.) on large-scale water surface. In this paper, we focus on the clusters and large patches of aquatic plants rather than each single aquatic plant. The interface between water surface and the patches is represented by 2D dynamic curve. We present a 2D level set based model to animate the dynamic evolution and propagation of the interface. To handle boundaries in large-scale virtual environment, we propose a 2D voxelization method which provides the boundary condition for the level set based propagation model. Finally, we simulate the algae propagation phenomenon in Taihu Lake. The application results show that our method is intuitively implemented and convenient to produce visually interesting results.
提出了一种在大尺度水面上动态模拟生物污染物(如藻类、水葫芦等)传播的方法。在本文中,我们关注的是水生植物的集群和大斑块,而不是单个水生植物。水面与斑块之间的界面用二维动态曲线表示。我们提出了一个基于二维水平集的模型来动画化界面的动态演化和传播。为了处理大规模虚拟环境中的边界,我们提出了一种二维体素化方法,该方法为基于水平集的传播模型提供了边界条件。最后,模拟了太湖藻类的繁殖现象。应用结果表明,该方法实现直观,便于生成视觉上有趣的结果。
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引用次数: 1
Real-Time Dynamic Visualization of Wheel Ruts Based on Vega Prime 基于Vega Prime的车轮车辙实时动态可视化
Pub Date : 2013-09-14 DOI: 10.1109/ICVRV.2013.69
Wang Xuelong, Chi Ruijuan, Zhu Zhongxiang, Mao En-rong
For now, the research and implementation of dynamic terrain are all based on OpenGL. In order to realize virtual field experiments of agro-machinery in the Vega Prime virtual reality platform, a real-time visualization method of wheel ruts based on class vrGeometry in Vega Prime was proposed. Firstly, the small three-dimensional terrain is established in Multi gen Creator, the 3d terrain models of variable points are redrawn and generated and the terrain models are generated and loaded quickly by using multi threading technology. Then the collision points between wheels and the ground are obtained by collision detection, and Multi-Thread technology is used to search the vertices on the terrain near collision points synchronously and quickly, then the real-time dynamic wheel ruts are produced by modifying coordinates of the vertices and updating the terrain data real-time.
目前,动态地形的研究和实现都是基于OpenGL的。为了在Vega Prime虚拟现实平台上实现农业机械的虚拟田间实验,提出了一种基于Vega Prime中vrGeometry类的车轮车辙实时可视化方法。首先,在Multi - gen Creator中建立小的三维地形,对变量点的三维地形模型进行重绘和生成,并利用多线程技术快速生成和加载地形模型;然后通过碰撞检测获取车轮与地面的碰撞点,利用多线程技术同步快速搜索碰撞点附近地形上的顶点,通过修改顶点坐标和实时更新地形数据生成实时动态车轮车辙;
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引用次数: 0
Image Jigsaw Puzzles with a Self-Correcting Solver 图像拼图与一个自我纠正的解决方案
Pub Date : 2013-09-14 DOI: 10.1109/ICVRV.2013.26
Xiangtao Zheng, Xiaoqiang Lu, Yuan Yuan
Jigsaw puzzle is an intellectual game and serves as a platform for many scientific applications. Several computational methods have been proposed to deal with the jigsaw puzzle problem in recent years. However, there are still some drawbacks. First, these methods fail to consider the content consistency of the reconstructed images. Specially, the traditional measures only reflect similarity between adjoining pieces but neighboring pieces. Second, these methods cannot guarantee the overall reconstruction correctness, because the strategy of assembly merely tries to correct the measure of adjoining pieces at each step. To overcome these drawbacks, this paper proposes a new method which contributes the follows: 1) A new measure considers the transmission relationships of four neighboring pieces to make better use of content consistency. 2) A self-correcting mechanism avoids error accumulation of adjoining matrix and improves the overall accuracy of assembly, which is achieved through ordering the pairwise relations. Experimental results on 20 images demonstrate that the proposed method significantly improves the performance and outperforms the state-of-the-art methods.
拼图游戏是一种智力游戏,是许多科学应用的平台。近年来,人们提出了几种计算方法来处理拼图问题。然而,仍然有一些缺点。首先,这些方法没有考虑重建图像的内容一致性。特别是,传统的度量方法只能反映相邻块之间的相似性,而不能反映相邻块之间的相似性。其次,这些方法不能保证整体重建的正确性,因为装配策略只是试图在每一步纠正相邻部件的度量。为了克服这些缺点,本文提出了一种新的方法,该方法的贡献如下:1)一种新的度量方法考虑了相邻四个片段的传输关系,以更好地利用内容一致性。2)采用自校正机制,通过对成对关系进行排序,避免了相邻矩阵的误差积累,提高了装配的整体精度。在20幅图像上的实验结果表明,该方法显著提高了图像提取的性能,优于现有的方法。
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引用次数: 2
CUDA-Based Real-Time Unbounded Ocean Rendering 基于cuda的实时无界海洋渲染
Pub Date : 2013-09-14 DOI: 10.1109/ICVRV.2013.21
H. Pan, Yalin Zhang
Height field and grid data are frequently updated during simulation of large scale ocean water, which reduces the frame rates of whole virtual scene. A CUDA-based framework for unbounded real-time ocean rendering is proposed in this paper. Firstly, height field data is calculated on GPU using FFT method. Then the whole view frustum dependent dynamic grid is created by an adaptive algorithm with continuous LOD, and positions of vertices are updated in CUDA kernels. Finally, normal map is generated using height field data on GPU and blended with perlin noise to shade ocean surface. Data transferred between GPU memory and primary memory is constrained during rendering loop. Experiments show the proposed framework achieves several times of speedup in grid updating efficiency than CPU implementation, and gets real-time and realistic ocean rendering results as well.
在模拟大尺度海水时,高度场和网格数据更新频繁,降低了整个虚拟场景的帧率。提出了一种基于cuda的无界海洋实时渲染框架。首先,利用FFT方法在GPU上计算高度场数据;然后,采用连续LOD自适应算法创建整个视锥台相关动态网格,并在CUDA内核中更新顶点位置。最后,利用GPU上的高度场数据生成法线贴图,并混合柏林噪声对海洋表面进行阴影处理。在渲染循环期间,在GPU内存和主内存之间传输的数据受到约束。实验表明,该框架在网格更新效率上比CPU实现提高了数倍,并获得了实时、逼真的海洋渲染效果。
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引用次数: 0
3D Skull Registration Based on Registration Points Automatic Correspondence 基于配准点自动对应的三维颅骨配准
Pub Date : 2013-09-14 DOI: 10.1109/ICVRV.2013.56
H. Du, Guohua Geng, Kang Li, Yiyue He
Aiming at the precise 3D skull registration, ball volume integral invariants for multi-scale constraints is introduced to realize point correspondence between registration point sets of reference skull and that of target skull, a method of 3D skull registration based on ICP and TPS is proposed. Firstly, get reference skull and target skull unified to frankfurt coordinate system. Secondly, establish registration point sets for the two skull, the sets inlcude feature points calibrated by semi-automatic method and sampling points selected through octree. Thirdly, use the multi-scale constraints based on volume integral invariants to complete the point correspondence. Finally, carry out ICP to realize coarse registration and use TPS to achieve accurate global non-rigid registration. The experiments show our algorithm improves the precision of skull registration effectively.
针对三维颅骨精确配准的问题,引入多尺度约束的球体积积分不变量,实现参考颅骨配准点集与目标颅骨配准点集的点对应,提出了一种基于ICP和TPS的三维颅骨配准方法。首先将参考颅骨和目标颅骨统一到法兰克福坐标系;其次,建立两个颅骨的配准点集,包括用半自动方法标定的特征点和通过八叉树选择的采样点;第三,利用基于体积积分不变量的多尺度约束完成点对应。最后,通过ICP实现粗配准,利用TPS实现精确的全局非刚性配准。实验表明,该算法有效地提高了颅骨配准的精度。
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引用次数: 3
Dynamic Chinese Ink Rendering Based on Fluid Simulation 基于流体模拟的动态中文墨水绘制
Pub Date : 2013-09-14 DOI: 10.1109/ICVRV.2013.42
Cai Huayu, Gou Tingshan, Wu Zhongke, Zhou Mingquan
The Chinese ink-painting is a unique branch of non-photo realistic rendering(NPR)[1] and focused by researchers for its eastern Chinese style. However, most people only pay attention to static ink rendering, and the dynamic ink rendering process has been little concerned. As the development of fluid simulation, the interaction of different kinds of fluid or fluid and solid can be simulated better, faster and more clearly. But few people made use of fluid simulation into ink rendering. In this paper, we analyze Navier-Stokes equations, ray casting and CUDA, combine them to simulate Chinese ink rendering. We mainly use fluid simulation to simulate the physical properties and the co actions of ink and other material, also to improve the visual effects and speed, the GPU technology and ray casting are applied. Finally we completed a 2D ink simulator, a 3D ink simulator and try to use them to express the style of ink, and get some effect.
中国水墨画是一种独特的非照片写实绘画(non-photo realism rendering, NPR)[1],因其东方风格而受到研究者的关注。然而,大多数人只关注静态油墨渲染,而对动态油墨渲染过程却很少关注。随着流体仿真技术的发展,可以更好、更快、更清晰地模拟不同种类流体或流体与固体的相互作用。但很少有人将流体模拟运用到油墨渲染中。在本文中,我们分析了Navier-Stokes方程,光线投射和CUDA,并将它们结合起来模拟中文墨水渲染。我们主要使用流体模拟来模拟油墨和其他材料的物理性质和相互作用,同时为了提高视觉效果和速度,应用了GPU技术和光线投射技术。最后我们完成了一个2D墨水模拟器,一个3D墨水模拟器,并尝试用它们来表达墨水的风格,并获得一些效果。
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引用次数: 1
Fast Collision Detection Algorithm Based on Parallel Ant 基于并行蚂蚁的快速碰撞检测算法
Pub Date : 2013-09-14 DOI: 10.1109/ICVRV.2013.50
Huiyan Qu, Zhao Wei
In order to improve the real-time, precision and interactivity of collision detection, based on detailed study of intelligent optimization algorithm technology, we propose a parallel ant colony optimization algorithm, which is introduced into improved random collision detection algorithm, in preliminary testing phase we use balancing bounding box tree first to rule out disjoint objects quickly, use parallel thought[1] to accelerate the speed of collision detection, regard the basic unit and leaves of object as "ants", and then traverse the search. Compare to traditional serial and parallel collision detection algorithm and partial parallel collision detection algorithm, especially for large-scale optimization problems, in the premise does not affect the accuracy and interactivity, the algorithm accelerate the collision detection efficiency further and reduce the time complexity.
为了提高碰撞检测的实时性、精度和交互性,在详细研究智能优化算法技术的基础上,提出了一种并行蚁群优化算法,并将该算法引入改进的随机碰撞检测算法中,在初步测试阶段首先采用平衡边界盒树快速排除不相交物体,采用并行思想[1]加快碰撞检测速度;将对象的基本单位和叶子视为“蚂蚁”,然后遍历搜索。与传统的串行并行碰撞检测算法和部分并行碰撞检测算法相比,特别是对于大规模优化问题,该算法在不影响精度和交互性的前提下,进一步加快了碰撞检测效率,降低了时间复杂度。
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引用次数: 6
期刊
2013 International Conference on Virtual Reality and Visualization
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