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2013 XV Symposium on Virtual and Augmented Reality最新文献

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A Comparative Analysis of Fluid Simulation Methods Based on SPH 基于SPH的流体仿真方法比较分析
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.48
Charles Welton Ferreira Barbosa, C. Vidal, J. B. C. Neto
Fluid simulations have been used extensively as a way to add details to scenes in videogames and films, since manually creating the fluid's movement can be very costly. SPH is a method that uses particle systems and is commonly used for fluid simulations for its easy description and implementation. This work presents methods used for the simulation of a fluid, and how this fluid can interact with solids on the scene. These methods are then compared, showing the deficiencies they have.
在视频游戏和电影中,流体模拟被广泛用于为场景添加细节,因为手动创建流体的运动是非常昂贵的。SPH是一种使用粒子系统的方法,通常用于流体模拟,因为它易于描述和实现。这项工作介绍了用于模拟流体的方法,以及这种流体如何与现场的固体相互作用。然后比较这些方法,显示它们的不足之处。
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引用次数: 1
Deviceless Gestural Interaction for Public Displays 用于公共展示的无设备手势交互
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.37
Thiago Motta, L. Nedel
This paper introduces a gestures based interaction method to interact with public displays that avoids the use of any device attached to the user. To accomplish interactive tasks, the user just need to position himself in front of the display and interact with the information presented on the screen using his hands. Supported gestures provide navigation, selection and manipulation of objects, as well as panning and zooming at the screen. In order to evaluate how robust the system is in a real public scenario, some criteria that could interfere on the interactive task are evaluated, as the amount of brightness in the environment, and the presence of other persons in the same interaction place. Given the results of the performed tasks, it is possible to conclude that the system, although not behaving correctly in all situations, has potential use if its difficulties are circumvented, most of which come from the inherent limitations of the Kinect, the device used.
本文介绍了一种基于手势的与公共显示器交互的方法,避免了用户使用任何附加设备。为了完成交互式任务,用户只需要将自己定位在显示器前,用手与屏幕上显示的信息进行交互。支持的手势提供导航、选择和操作对象,以及在屏幕上平移和缩放。为了评估系统在真实的公共场景中的健壮性,评估了一些可能干扰交互任务的标准,如环境中的亮度和同一交互场所中其他人的存在。考虑到执行任务的结果,我们可以得出这样的结论:尽管该系统并不是在所有情况下都能正确运行,但如果能够规避其困难(其中大部分困难来自所使用设备Kinect的固有局限性),则该系统具有潜在的用途。
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引用次数: 5
Crowd Simulation with Augmented Reality 人群模拟与增强现实
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.50
Guilherme Noronha, Guilherme Batista, Luciano P. Soares
In situations where crowds are expected, such as big sport events, musical events, among others, the unpredictability of incidents is always present. In order to prevent accidents and tragedies, understanding how crowds behave is crucial. This research project has developed an augmented reality system with agents to simulate crowds in real locations using artificial intelligence, thereby providing a way for scientific study of the behavior of crowds, thus leading to better plan the organization of such events, avoiding critical situations.
在预计会有人群的情况下,比如大型体育赛事、音乐活动等,事件的不可预测性总是存在的。为了防止事故和悲剧,了解人群的行为是至关重要的。本研究项目开发了一种带有agent的增强现实系统,利用人工智能模拟真实地点的人群,从而为科学研究人群的行为提供了一种方法,从而更好地规划组织此类事件,避免出现危急情况。
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引用次数: 2
A Dynamic Blocks Platform Based on Projective Augmented Reality and Tangible Interfaces for Educational Activities 基于投影增强现实和有形界面的教育活动动态块平台
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.11
R. Roberto, D. Freitas, Francisco Simões, V. Teichrieb
This paper describes a dynamic blocks platform, called ARBlocks, which is based on projective augmented reality and tangible user interfaces aiming early childhood educational activities development. This tool was conceived specifically for children, applying design techniques to determinate the best shape, material and typography for young students. The content is displayed by projectors, which exhibit the required information only on the blocks surface using an automatic projector calibration technique. The blocks are tracked through a frame marker using the moving edges approach with multiple hypotheses to improve robustness. ARBlocks was evaluated from three different perspectives: computational, educational and user experience. Technical results show that the platform achieves a real time frame rate and an accurate projector calibration, as well as precisely display information over the blocks. Additionally, in the educational evaluation the teachers interviewed asserted that the ARBlocks have a great potential and can be a very useful tool to be used in classrooms. Regarding the user experience, both teachers and children were excited in use this system continuously.
本文介绍了一个基于投影增强现实和有形用户界面的动态模块平台ARBlocks,该平台针对幼儿教育活动的开发。这个工具是专门为儿童设计的,应用设计技术为年轻学生确定最佳形状、材料和排版。内容由投影仪显示,投影仪使用自动投影仪校准技术,仅在块表面显示所需的信息。使用带有多个假设的移动边缘方法通过帧标记跟踪块,以提高鲁棒性。ARBlocks从三个不同的角度进行评估:计算、教育和用户体验。技术结果表明,该平台实现了实时帧率和准确的投影仪校准,并精确显示了块上的信息。此外,在教育评估中,受访教师断言arblock具有巨大的潜力,可以成为课堂上非常有用的工具。在用户体验方面,老师和孩子们都对系统的持续使用感到兴奋。
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引用次数: 24
A Dynamic Representation-Switch Method for Hybrid Crowd Rendering Systems 混合人群渲染系统的动态表示切换方法
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.41
Erasmo A. Silva, J. B. C. Neto, C. Vidal, T. B. Dutra
Environments populated with crowds are employed in various applications, such as games, simulators and editors. Many of these environments require not only a realistic and detailed rendering, but it must run smoothly in real-time. This task easily exhausts the system's resources, even considering the current state-of-the-art hardware. Therefore, crowd rendering in real-time remains a challenge in computer graphics. Approaches exploiting levels of detail, visibility culling and image-based rendering are presented in the literature to facilitate this task. The first two increase the efficiency of rendering, but sometimes are not enough to keep an interactive frame rate. Some researches on this subject focus on image-based rendering techniques, specifically with the use of impostors. In this work it is proposed a method that balances the computational demand of rendering job by varying the threshold's distance of the representation switch between full geometry (mesh) and image-based (impostors) models in accordance with the available resources.
在各种应用程序中,例如游戏、模拟器和编辑器,都使用了拥挤的环境。许多这样的环境不仅需要逼真和详细的渲染,而且还必须实时流畅地运行。即使考虑到当前最先进的硬件,这个任务也很容易耗尽系统的资源。因此,实时人群渲染仍然是计算机图形学中的一个挑战。文献中提出了利用细节层次、可见性剔除和基于图像的渲染的方法来促进这项任务。前两种方法提高了渲染效率,但有时不足以保持交互帧率。关于这个主题的一些研究集中在基于图像的渲染技术上,特别是使用冒充者。在这项工作中,提出了一种方法,通过根据可用资源改变全几何(网格)和基于图像(冒充者)模型之间表示切换的阈值距离来平衡渲染工作的计算需求。
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引用次数: 0
Integrated Pipeline for Natural Interaction with Photorealistic Rendering 集成管道自然交互与逼真的渲染
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.39
Jorge Eduardo Falcao Lindoso, L. Figueiredo, V. Teichrieb, R. Roberto, Ronaldo Ferreira dos Anjos Filho
This work presents an interface for virtual objects manipulation through hand gestures. The main purpose is to provide a faithful metaphor of reality by merging the concepts of augmented reality, photo realistic rendering and natural interaction. In order to accomplish this goal, both RGB and depth image from Kinect are considered for rendering and hand tracking. As a case study, an interactive application for manipulating and building compound objects structures through simple objects was implemented and tested, validating the proposed gestures as well as the interface presentation.
这项工作提出了一个通过手势操作虚拟物体的界面。主要目的是通过融合增强现实,照片逼真渲染和自然交互的概念,提供一个忠实的现实隐喻。为了实现这一目标,我们考虑了来自Kinect的RGB和深度图像来进行渲染和手部跟踪。作为一个案例研究,实现并测试了一个通过简单对象操作和构建复合对象结构的交互式应用程序,验证了所提出的手势以及界面表示。
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引用次数: 2
The Ghosting Technique Applied to Augmented Reality Visualization 重影技术在增强现实可视化中的应用
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.36
Arthur Padilha, Cledja Rolim, V. Teichrieb
Functional realism focuses on delivering to the user the best visual information from the target scene. The virtual scenes/objects do not need to behave or look like the real ones, but they need to help users in tasks execution. In this sense, this paper focuses on functional realism applied to Augmented Reality scenes. The technique presented here applies a visualization technique called Ghosting to generate an importance map from the real scene in order to blend in the virtual objects in a more adequate way. A careless augmentation can prejudice the user Augmented Reality based experience. The importance map is built from a saliency map, edge detection, super pixel representation and texture analysis. We present results in outdoor and indoor environments in order to prove the technique effectiveness.
功能现实主义侧重于从目标场景中向用户提供最佳的视觉信息。虚拟场景/对象不需要表现或看起来像真实的场景/对象,但它们需要帮助用户执行任务。从这个意义上讲,本文的重点是功能现实主义在增强现实场景中的应用。这里介绍的技术应用了一种称为Ghosting的可视化技术,从真实场景中生成一个重要的地图,以便以更充分的方式融入虚拟对象。不小心的增强会影响用户基于增强现实的体验。重要性图由显著性图、边缘检测、超像素表示和纹理分析组成。为了证明该技术的有效性,我们给出了室外和室内环境的结果。
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引用次数: 5
A Small-Scale and Flexible Platform for Multi-projector Systems Development 一种小型灵活的多投影系统开发平台
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.17
F. Ferreira, C. Kurashima, M. Cabral, M. Zuffo
Multi-projector systems for VR applications require complex infrastructure composed of several projectors and computers. Management of this complex structure is a challenge and requires expert personnel to keep it operational. In this paper we propose a flexible, mobile, off-the-shelf computing platform, targeted at the development of multi-projector displays algorithms. The goal is to achieve a fast development and debugging environment with low cost and system flexibility. Our approach consists of using pico projectors, that uses DLP technology for high efficiency projection, so that they are assembled in a much smaller size than off-the-shelf multimedia projectors. A grid array of several pico-projectors can be arranged within a small compact structure. Our small-scale platform includes only a laptop computer and an array of projectors, such that it may be easily transported to and mounted anywhere. When comparing to a full-scale multi- projector environment, this platform has several advantages, from a developer's point of view, such as speedup testing and analysis of applications because of faster overall feedback to compile, run and make visual analysis. We have achieved not only a low cost development environment but also a flexible system, which features faster debugging and small setup time. In our experiments, we have successfully used this platform to develop and validate a geometric and color calibration library for our multi-projector systems called Fast Fusion.
用于VR应用的多投影机系统需要由多个投影机和计算机组成的复杂基础设施。管理这个复杂的结构是一个挑战,需要专业人员来保持它的运行。在本文中,我们提出了一个灵活的,移动的,现成的计算平台,针对多投影机显示算法的发展。目标是实现一个快速的开发和调试环境,成本低,系统灵活。我们的方法包括使用微型投影机,它使用DLP技术进行高效率投影,因此它们比现成的多媒体投影机组装在一个小得多的尺寸上。由几个微型投影仪组成的网格阵列可以布置在一个小而紧凑的结构中。我们的小型平台只包括一台笔记本电脑和一系列投影仪,这样它就可以很容易地运输和安装到任何地方。与全尺寸的多投影机环境相比,从开发人员的角度来看,该平台具有几个优势,例如由于更快的编译、运行和可视化分析的整体反馈,从而加快了应用程序的测试和分析。我们不仅实现了一个低成本的开发环境,而且实现了一个灵活的系统,具有更快的调试和更短的设置时间。在我们的实验中,我们已经成功地使用该平台为我们的多投影仪系统开发和验证了一个称为Fast Fusion的几何和颜色校准库。
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引用次数: 4
A Robust Real-Time Face Tracking Using Head Pose Estimation for a Markerless AR System 基于头部姿态估计的无标记AR系统鲁棒实时人脸跟踪
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.12
Márcio C. F. Macedo, A. Apolinario, A. Souza
In this paper we present an extension to the Kinect- Fusion algorithm that allows a robust real-time face tracking. This is achieved altering the original algorithm such that when the tracking algorithm fails, it uses a head pose estimation to give an initial guess to the Iterative Closest Point (ICP) algorithm. We show that this approach can handle more face pose changes and variations than the original KinectFusion's tracking.
在本文中,我们提出了一个扩展的Kinect-融合算法,允许一个鲁棒的实时人脸跟踪。这是通过改变原始算法来实现的,当跟踪算法失败时,它使用头部姿势估计来给出迭代最近点(ICP)算法的初始猜测。我们表明,这种方法可以处理更多的面部姿势变化和变化比原来的KinectFusion的跟踪。
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引用次数: 17
Virtual Environment Manipulated by Recognition of Poses Using Kinect: A Study to Help Blind Locomotion in Unfamiliar Surroundings 用Kinect识别姿势操纵虚拟环境:帮助盲人在陌生环境中运动的研究
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.55
L. Berretta, Fabrízzio Soares, D. Ferreira, Hugo A. D. Nascimento, Alexandre Cardoso, E. Lamounier
This paper proposes a method to aid blind persons in skill development to walk in unfamiliar environments. The method aims to use the human ability in construct of spatial cognitive maps. Thus, we developed a system that uses the Virtual Reality and Kinect®. Two-dimensional and three-dimensional virtual environments modeling are allowed. It is possible to reproduce real environments such as schools, universities and other places of interest. The interaction with the virtual environment works with pose recognition. Recognized poses are interpreted as an action such as left and right turn or walk. Experiments were carried out to verify the pose recognition algorithms and to identify the optimal parameters. The results were satisfactory and demonstrated that the proposed method can be quite promising. Thus, it can be indicated as an aid to skill development of locomotion in real environments.
本文提出了一种帮助盲人在陌生环境中行走的方法。该方法旨在利用人的能力构建空间认知地图。因此,我们开发了一个使用虚拟现实和Kinect®的系统。允许二维和三维虚拟环境建模。它可以再现真实的环境,如学校、大学和其他有趣的地方。与虚拟环境的交互与姿态识别一起工作。被识别的姿势被解释为一个动作,比如向左、向右转弯或行走。实验验证了姿态识别算法的有效性,并确定了最优参数。结果令人满意,表明该方法是很有前途的。因此,它可以作为在真实环境中运动技能发展的辅助手段。
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引用次数: 7
期刊
2013 XV Symposium on Virtual and Augmented Reality
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