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Optical magic lenses and polarization-based interaction techniques 光学魔法透镜和基于偏振的交互技术
Manuela Waldner, M. Kalkusch, D. Schmalstieg
In this paper we present a novel approach of the magic lens user interface metaphor for large-scale projectorbased displays. We altered a standard polarization-based passive stereo projection setup and employed a standard LCD panel as a purely optical, tangible magic lens device. Due to the properties of polarized light, the modified passive stereo setup can be used to separate two views — a primary and a secondary layer — of the projected data. A non-powered LCD panel serves as magic lens filter, as it rotates the direction of polarized light 90 degrees, providing the user a different view on the projected data. The system is arbitrarly scalable for multiple users and can be applied to numerous applications. Based on the two projection layers resulting from the proposed setup we explored interaction techniques and present some examples of the system.
在本文中,我们提出了一种新的魔术透镜用户界面隐喻的方法,用于基于大型投影仪的显示。我们改变了一个标准的基于偏振的被动立体投影设置,并使用了一个标准的LCD面板作为一个纯光学的、有形的神奇镜头设备。由于偏振光的特性,改进的被动立体设置可以用于分离投影数据的两个视图-主要层和次要层。一个无电源的LCD面板作为神奇的镜头过滤器,因为它旋转偏振光的方向90度,为用户提供不同的投影数据视图。该系统可针对多个用户任意扩展,并可应用于众多应用程序。基于所提出的设置产生的两个投影层,我们探索了交互技术并给出了系统的一些示例。
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引用次数: 4
Using time-of-flight range data for occlusion handling in augmented reality 在增强现实中使用飞行时间距离数据进行遮挡处理
J. Fischer, B. Huhle, A. Schilling
One of the main problems of monoscopic video see-through augmented reality (AR) is the lack of reliable depth information. This makes it difficult to correctly represent complex spatial interactions between real and virtual objects, e.g., when rendering shadows. The most obvious graphical artifact is the incorrect display of the occlusion of virtual models by real objects. Since the graphical models are rendered opaquely over the camera image, they always appear to occlude all objects in the real environment, regardless of the actual spatial relationship. In this paper, we propose to utilize a new type of hardware in order to solve some of the basic challenges of AR rendering. We introduce a depth-of-flight range sensor into AR, which produces a 2D map of the distances to real objects in the environment. The distance map is registered with high resolution color images delivered by a digital video camera. When displaying the virtual models in AR, the distance map is used in order to decide whether the camera image or the virtual object is visible at any position. This way, the occlusion of virtual models by real objects can be correctly represented. Preliminary results obtained with our approach show that a useful occlusion handling based on time-of-flight range data is possible.
单镜视频透视增强现实(AR)的主要问题之一是缺乏可靠的深度信息。这使得正确表示真实和虚拟对象之间复杂的空间交互变得困难,例如,在渲染阴影时。最明显的图形伪影是真实物体遮挡虚拟模型的错误显示。由于图形模型是在相机图像上不透明渲染的,因此无论实际的空间关系如何,它们总是会遮挡真实环境中的所有物体。在本文中,我们建议利用一种新型硬件来解决AR渲染的一些基本挑战。我们在AR中引入了一个飞行深度距离传感器,它可以生成一个2D地图,显示环境中真实物体的距离。距离图是用数码摄像机传送的高分辨率彩色图像进行登记的。在AR中显示虚拟模型时,使用距离图来确定相机图像或虚拟物体在任何位置是否可见。这样,真实物体遮挡的虚拟模型就可以被正确地表示出来。初步结果表明,基于飞行时间距离数据的遮挡处理是可行的。
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引用次数: 40
A GPU-based framework of photometric uniformity for multi-projector tiled display 基于gpu的多投影机平铺显示光度均匀性框架
Guodong Yuan, K. Qin
In this paper, we firstly propose a partial-sampling scheme to measure the intensity transfer function of a projector. Secondly, we implement the computation of luminance surface by rendering a texture rectangle on GPU. Thirdly, we generate an unified index data for all projectors. And then we compute the masks of photometric correction using a GPU based on topological consistency. Finally we integrate the masks with a GPU-based photometric correction pipeline to achieve the photometric uniformity for multi-projector display. The GPU-based framework is a combination of the GPU-based computation and the GPU-based photometric correction pipeline, which removes the bottleneck of the computation of luminance surface, attenuation mask and black offset mask. It is shown by experimental results prove that the GPU-based framework is effective and efficient.
本文首先提出了一种局部采样方案来测量投影仪的强度传递函数。其次,通过在GPU上渲染纹理矩形来实现亮度曲面的计算。第三,为所有投影仪生成统一的指标数据。然后利用基于拓扑一致性的图形处理器计算光度校正掩模。最后,将掩模与基于gpu的光度校正流水线相结合,实现了多投影机显示的光度均匀性。基于gpu的框架是基于gpu的计算和基于gpu的光度校正管道的结合,消除了亮度面、衰减掩模和黑色偏移掩模的计算瓶颈。实验结果表明,基于gpu的框架是有效的、高效的。
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引用次数: 1
High ecological validity and accurate stimulus control in VR-based psychological experiments 基于vr的心理实验的高生态效度和准确刺激控制
M. Wolter, C. Armbrüster, Jakob T. Valvoda, T. Kuhlen
Virtual Reality (VR) has become a useful tool in psychological therapy, rehabilitation, and basic research. It provides the therapist or scientist with high ecological validity and complete control over multimodal stimuli and the virtual environment. To build lifelike virtual environments, commercial software or game engines are often used. On the other hand, many psychological experiments require an accurate timing of presented stimuli and user reactions, which is not easily obtained by modern hard- and software systems. In this work, we present a VR software for psychological experiments which combines modern computer graphics and Virtual Reality techniques with accurate stimulus and event control. We describe the system features and possibilities for VRbased experiment generation and propose approaches for precise stimulus and event timing. These approaches are evaluated for achievable accuracy in stimulus control and performance monitoring within typical virtual environments.
虚拟现实(VR)已经成为心理治疗、康复和基础研究的有用工具。它为治疗师或科学家提供了高生态有效性和对多模态刺激和虚拟环境的完全控制。为了构建逼真的虚拟环境,通常使用商业软件或游戏引擎。另一方面,许多心理学实验需要呈现刺激和用户反应的准确时间,这是现代硬件和软件系统不容易获得的。在这项工作中,我们提出了一个用于心理实验的VR软件,它结合了现代计算机图形学和虚拟现实技术,具有精确的刺激和事件控制。我们描述了基于vr的实验生成的系统特征和可能性,并提出了精确刺激和事件定时的方法。对这些方法在典型虚拟环境中刺激控制和性能监测的可实现精度进行了评估。
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引用次数: 11
Supervision of task-oriented multimodal rendering for VR applications 监督面向任务的VR应用多模态渲染
Guillaume Bouyer, P. Bourdot, M. Ammi
This article addresses the question of integrating multimodal rendering in Virtual Reality applications. It exposes first the interest of multimedia intelligent systems to improve human activity in Virtual Environments. Then it details the conception of a software module in charge of supervising multimodal information rendering, depending on the interaction and its context. From existing psychophysical studies and concrete applications, we propose a model, an architecture and a decision process. Finally a first implementation is presented to validate the core of the simulator and show the adaptability of its knowledge base.
本文讨论了在虚拟现实应用程序中集成多模态渲染的问题。它首先揭示了多媒体智能系统对改善虚拟环境中人类活动的兴趣。然后详细介绍了一个软件模块的概念,该模块负责根据交互及其上下文监督多模态信息的呈现。根据现有的心理物理研究和具体应用,我们提出了一个模型、一个架构和一个决策过程。最后给出了仿真器的第一个实现,验证了仿真器的核心和知识库的适应性。
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引用次数: 10
Visual consistency in rotational manipulation tasks in sheared-perceived virtual environments 剪切感知虚拟环境中旋转操作任务的视觉一致性
M. Koutek, R. Molenaar, G. D. Haan, F. Post
Sharing one large screen projection display, such as the Virtual Workbench, with multiple users can cause distortions in viewing and interaction, as the users perceive a sheared and moving space. Generally, object rotation in non-orthogonal, sheared coordinate spaces is something that should be avoided as it consequently invalidates homogeneous geometric object transformations. Although this problem seems to be artificial, in shared multiple-user VR this issue gets a real, substantial flavor. It is typically a problem for the "secondary" users viewing and interacting with a VR system. Due to rendering the scene from a different viewpoint, they perceive several distortions in the stereo image, one of which is that the VE appears to be sheared. This is also the case in our affordable approach to a multiple user VR Workbench. In this paper we describe technical aspects of our novel viewpoint compensation method to make the object selection, translation, and rotation consistent with the (secondary) user's view of the scene. We focus on description of object rotation inside sheared VE's. We demonstrate that our techniques ensure a sense of interaction consistency despite the view distortions.
与多个用户共享一个大屏幕投影显示(例如Virtual Workbench)可能会导致查看和交互中的扭曲,因为用户会感知到一个被剪切和移动的空间。一般来说,应该避免在非正交、剪切坐标空间中的对象旋转,因为它会导致齐次几何对象转换无效。虽然这个问题似乎是人为的,但在共享的多用户VR中,这个问题变得更加真实。对于观看VR系统并与之互动的“次要”用户来说,这是一个典型的问题。由于从不同的角度渲染场景,他们在立体图像中感知到一些扭曲,其中之一是VE似乎被剪切了。这也是我们对多用户VR工作台的负担得起的方法。在本文中,我们描述了我们的新颖视点补偿方法的技术方面,以使对象的选择,平移和旋转与(次要)用户的场景视图一致。我们重点描述了剪切VE内部的物体旋转。我们证明,尽管视图扭曲,我们的技术仍能确保交互一致性。
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引用次数: 2
PDRIVE: the projector-based, desktop, reach-in virtual environment PDRIVE:基于投影仪、桌面、可及式的虚拟环境
G. D. Haan, E. J. Griffith, M. Koutek, F. Post
This paper presents the Projector-based, Desktop, Reach-In Virtual Environment, or PDRIVE. A PDRIVE user "reaches in" to the virtual environment, which he views through a mirror. Stereo images are generated by two standard, off-the-shelf DLP projectors, which provides a large display and workspace volume at a relatively low cost. Current prototypes use linear polarization for stereo separation and electromagnetically tracked devices for interaction. The PDRIVE is designed to be easy to set up and configure to suit the user's needs, and a variety of projectors, tracking methods, interaction devices, and stereo separation methods can be used in the system.
本文介绍了基于投影仪、桌面、可达式虚拟环境或PDRIVE。PDRIVE用户通过镜像进入虚拟环境。立体图像由两个标准的、现成的DLP投影仪生成,它以相对较低的成本提供了大的显示和工作空间。目前的原型使用线极化立体分离和电磁跟踪设备的相互作用。PDRIVE的设计易于设置和配置,以满足用户的需求,并且可以在系统中使用各种投影仪,跟踪方法,交互设备和立体分离方法。
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引用次数: 5
Adaptive classifier system-based dead reckoning 基于自适应分类器系统的航位推算
S. Torki, P. Torguet, C. Sanza
Most dead reckoning implementations are based on DIS' specifications and only use a single prediction model during the whole simulation. However, several studies manage to improve dead reckoning's performance by defining prediction model selection strategies. Nevertheless, these approaches are either too generic and based on empirical results or too specific and only have few fields of application. This paper presents our approach that is meant to determine, among a set of extrapolation models, the one to apply in any given situation. It is based on classifier systems, adaptive evolutionary systems that are more generally involved to create artificial creatures in the field of "artificial life". Using such systems enable us to define a general model that can generate simulation-specific rules with relatively little work. Indeed, they just require defining the parameters that have to be taken into account and the criteria to optimize (e.g. accuracy, amount of updates...). Then, the system makes a set of rules emerge through a trial/error process in order to define more efficient and finer prediction model selection strategies.
大多数航位推算的实现都是基于DIS的规范,并且在整个仿真过程中只使用单一的预测模型。然而,一些研究设法通过定义预测模型选择策略来提高航位推算的性能。然而,这些方法要么过于笼统,以经验结果为基础,要么过于具体,只有很少的应用领域。本文介绍了我们的方法,即在一组外推模型中确定适用于任何给定情况的模型。它基于分类系统和适应性进化系统,这些系统更广泛地用于创造“人工生命”领域的人造生物。使用这样的系统使我们能够定义一个通用模型,该模型可以用相对较少的工作生成特定于仿真的规则。实际上,它们只需要定义必须考虑的参数和优化的标准(例如,准确性,更新量……)。然后,系统通过试错过程产生一组规则,以定义更有效和更精细的预测模型选择策略。
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引用次数: 3
Interactive exploration of large data in hybrid visualization environments 混合可视化环境中大数据的交互式探索
M. Schirski, C. Bischof, T. Kuhlen
With rising data sizes and growing complexity, the results of modern numerical simulations are increasingly dif- ficult to understand. Thus, using Virtual Reality methodology for an interactive analysis of such data gains more and more importance. However, interaction within virtual environments comes at the cost of real-time constraints, which are difficult to meet. Using a hybrid visualization environment consisting of a high-performance computing (HPC) system connected to a graphics workstation (or multiple rendering nodes) we propose a workload distribution which significantly increases interactivity during the data analysis process. Based on a novel model of the exploration process, we introduce an additional step into the conventional visualization pipeline before mapping the whole process onto system components. This incorporates the respective benefits of high-performance computing and GPU-based computation into a single visualization framework. Basically, by coupling an HPC-based extraction of a region-of-interest to GPU-based flow visualization, an interactive analysis of large datasets is made possible. Taking interactive particle tracing and volume rendering as examples, we show the applicability of our approach to an interactive exploration of datasets exceeding the memory limits of a single workstation.
随着数据量的增加和复杂性的增加,现代数值模拟的结果越来越难以理解。因此,使用虚拟现实方法对这些数据进行交互式分析变得越来越重要。然而,虚拟环境中的交互是以难以满足的实时约束为代价的。使用一个由连接到图形工作站(或多个渲染节点)的高性能计算(HPC)系统组成的混合可视化环境,我们提出了一种工作负载分布,它显著增加了数据分析过程中的交互性。基于一种新的勘探过程模型,在将整个过程映射到系统组件之前,我们在传统的可视化管道中引入了一个额外的步骤。这将高性能计算和基于gpu的计算的各自优势集成到一个可视化框架中。基本上,通过将基于hpc的感兴趣区域提取与基于gpu的流可视化相结合,可以对大型数据集进行交互式分析。以交互式粒子跟踪和体绘制为例,我们展示了我们的方法对超过单个工作站内存限制的数据集的交互式探索的适用性。
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引用次数: 14
Spinnstube®: a seated augmented reality display system Spinnstube®:一个坐式增强现实显示系统
Jürgen Wind, Kai Riege, M. Bogen
We describe the Spinnstube®, a new projection-based Augmented Reality display system for collaborative work environments. By simply attaching the system to a desk, real objects are augmented with virtual objects by using a half-silvered mirror. The display system is designed in a way that its components do not interfere with a table. So a user can freely move his/her hands within the interaction space. A user is able to interact with the system by grabbing and manipulating the real parts under the half-silvered mirror or using task specific input devices to control an application. By arranging up to 4 of these systems around a table, a collaborative work environment can be created.
我们描述了Spinnstube®,一种新的基于投影的增强现实显示系统,用于协作工作环境。只需将系统连接到桌子上,就可以使用半镀银的镜子来增强真实物体和虚拟物体。显示系统的设计方式使其组件不会干扰表。因此,用户可以在交互空间内自由移动他/她的手。用户可以通过抓取和操纵半银镜下的真实部分或使用特定任务的输入设备来控制应用程序,从而与系统进行交互。通过在一张桌子周围安排多达4个这样的系统,可以创建一个协作的工作环境。
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引用次数: 23
期刊
International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
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