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Impact of large displays on virtual reality task performance 大型显示器对虚拟现实任务性能的影响
F. Tyndiuk, V. Lespinet-Najib, G. Thomas, C. Schlick
A better understanding of how users perform virtual relaity tasks may help to build better virtual reality interfaces. In this study, we concentrate on the impact of large displays in virtual reality depending on the tasks and users' characteristics. The two virtual reality tasks studied are the objects manipulation and the navigation in an environment. The users' characteristics studied are the visual attention abilities. Forty subjects participated in the experimentation composed of cognitive tests used to evaluate visual attentional abilities and a set of virtual reality tasks. Our study exhibits two main conclusions. (i) Large displays positively impact on performances for some kinds of virtual reality tasks. (ii) Users with low level of attentional abilities take more advantage of large displays. We conclude that large displays can be considered as cognitive aids depending on the tasks and users' characteristics.
更好地理解用户如何执行虚拟现实任务可能有助于构建更好的虚拟现实界面。在这项研究中,我们集中研究了大型显示器在虚拟现实中对任务和用户特征的影响。本文研究的两个虚拟现实任务是对象操作和环境中的导航。所研究的用户特征是视觉注意能力。40名受试者参加了由用于评估视觉注意力能力的认知测试和一组虚拟现实任务组成的实验。我们的研究得出了两个主要结论。(i)大型显示器对某些虚拟现实任务的性能有积极影响。(ii)注意力水平较低的用户更多地利用大型显示器。我们的结论是,根据任务和用户的特点,大型显示器可以被视为认知辅助工具。
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引用次数: 24
DNA in Virtuo visualization and exploration of 3D genomic structures DNA在虚拟可视化和三维基因组结构的探索
J. Hérisson, Pierre-Emmanuel Gros, N. Férey, Olivier Magneau, R. Gherbi
In this paper, we address the potential offered by Virtual Reality and scientific simulation for 3D modeling and immersive visualization of huge genomic sequences. Advanced work on 3D data modeling and structuring is proposed. In Bioinformatics, DNA sequences are often represented within linear format. However, they also have a three-dimensional structure potentially suitable for genomic analysis. The representation of such 3D structure allows biologists to observe and analyze genomes in an interactive way at different levels: from gene to chromosome. We developed a powerful software platform that provides a new point of view for sequences analysis: ADN-Viewer. Nevertheless, a classical eukaryotic chromosome of 40 million base pairs requires about 6 Gbytes of 3D data. In order to manage these huge masses of data in real-time, we designed various scene management algorithms and immersive human-computer interaction for user-friendly data exploration.
在本文中,我们讨论了虚拟现实和科学模拟为巨大基因组序列的3D建模和沉浸式可视化提供的潜力。提出了在三维数据建模和结构化方面的进一步工作。在生物信息学中,DNA序列通常以线性形式表示。然而,它们也具有潜在的适合基因组分析的三维结构。这种三维结构的表现使生物学家能够以一种互动的方式在不同层次上观察和分析基因组:从基因到染色体。我们开发了一个强大的软件平台,为序列分析提供了一个新的视角:ADN-Viewer。然而,一条具有4000万个碱基对的经典真核染色体需要大约6gb的3D数据。为了实时管理这些海量数据,我们设计了各种场景管理算法和沉浸式人机交互,方便用户进行数据探索。
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引用次数: 15
Rendering trimmed implicit surfaces and curves 渲染修剪隐式曲面和曲线
B. Schmitt, G. Pasko, A. Pasko, T. Kunii
Models of implicit surfaces and curves trimmed by a solid are discussed in the context of dimensionally heterogeneous object modeling. Both a carrier surface and a trimming solid are modeled using the function representation. Algorithms for polygonization of trimmed surfaces and curves, as well as ray-tracing of trimmed surfaces are described. Illustrative and CAD related examples are given.
讨论了由实体裁剪的隐式曲面和曲线的模型。载体表面和修剪实体都使用函数表示法建模。描述了裁剪曲面和曲线多边形化的算法,以及裁剪曲面的光线追踪。给出了相关的图解和CAD实例。
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引用次数: 8
Modelling and rendering techniques for African hairstyles 非洲发型的建模和渲染技术
D. Patrick, S. Bangay, A. Lobb
We develop or enhance hair modelling and rendering techniques to produce three different forms of hair commonly found in African hairstyles. The forms of hair are natural curly hair, straightened hair, and braids or twists of hair. We use an implicit model, implemented as a series of textured layers to represent curly hair. Straightened hair is represented explicitly, and modelled by defining and replicating a few control hairs. Braids and twists are implemented as textured generalized cylinders. A synthesis of existing hair illumination models is used as a basis for an African hair illumination model. Parameter values to match African hair characteristics are discussed. A number of complete African hairstyles are shown, demonstrating that the techniques can be used to model and render African hair successfully.
我们开发或增强头发建模和渲染技术,以生产三种不同形式的头发,通常在非洲发型中发现。头发的形式有自然的卷发、直发和辫子或盘发。我们使用隐式模型,实现为一系列纹理层来表示卷发。直发被明确地表示出来,并通过定义和复制一些对照头发来建模。辫子和扭转被实现为有纹理的广义圆柱体。综合现有的头发照明模型被用作非洲头发照明模型的基础。讨论了与非洲头发特征匹配的参数值。展示了许多完整的非洲发型,证明了这些技术可以成功地用于建模和渲染非洲头发。
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引用次数: 13
Kaleidoscope configurations for reflectance measurement 用于反射率测量的万花筒结构
S. Bangay, J. Radloff
Simulations of different configurations of the symmetrical tapered kaleidoscope are performed to assess their merits for measurement of BRDFs and BTFs. The relationship between optimal kaleidoscope layout, and factors such as hardware restrictions and the resolution of the required reflectance function, is derived. The effect on the measurement of the reflectance function of changing these independent variables is examined through the simulation. These experiments highlight issues affecting the measurement of BTFs using kaleidoscopes, and suggest configurations that allow sampling at regular parameter intervals. A number of other kaleidoscope architectures are explored, which offer the benefits of potentially doubling the range of directions that can be sampled, and allowing adaptive control of sample intervals.
对对称锥形万花筒的不同配置进行了仿真,以评估其在测量brdf和btf方面的优点。导出了最佳万花筒布局与硬件限制和所需反射函数分辨率等因素之间的关系。通过仿真研究了改变这些自变量对反射率函数测量的影响。这些实验突出了影响使用万花筒测量btf的问题,并提出了允许以常规参数间隔采样的配置。研究人员还探索了许多其他的万花筒架构,这些架构提供了将采样方向范围扩大一倍的潜在好处,并允许自适应控制采样间隔。
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引用次数: 13
Visualizing 3D scenes using non-linear projections and data mining of previous camera movements 可视化3D场景使用非线性投影和数据挖掘以前的相机运动
Karan Singh, Ravin Balakrishnan
We describe techniques for exploring 3D scenes by combining non-linear projections with the interactive data mining of camera navigations from previous explorations. Our approach is motivated by two key observations: First, that there is a wealth of information in prior explorations of a scene that can assist in future presentations of the same scene. Second, current linear perspective camera models produce images that are too limited to adequately capture the complexity of many 3D scenes. The contributions of this paper are two-fold. First, we show how spatial and temporal subdivision schemes can be used to store camera navigation information that is data mined and clustered to be interactively applicable to a number of existing techniques. Second, we show how the movement of a traditional linear perspective camera is closely tied to non-linear projections that combine space and time. As a result, we present a coherent system where the navigation of a conventional camera is data mined to provide both the understandability of linear perspective and the flexibility of non-linear projection of a 3D scene in real-time. Our system's generality is illustrated by three visualization techniques built with a single data mining and projection infrastructure.
我们描述了通过将非线性投影与以前探索的相机导航的交互式数据挖掘相结合来探索3D场景的技术。我们的方法是由两个关键的观察结果驱动的:首先,在之前的场景探索中有丰富的信息,可以帮助将来呈现相同的场景。其次,目前的线性透视相机模型产生的图像太有限,无法充分捕捉许多3D场景的复杂性。本文的贡献是双重的。首先,我们展示了空间和时间细分方案如何用于存储相机导航信息,这些信息是数据挖掘和聚类的,可以交互式地适用于许多现有技术。其次,我们展示了传统线性透视相机的运动如何与结合空间和时间的非线性投影密切相关。因此,我们提出了一个相干系统,其中传统相机的导航是数据挖掘,以提供线性视角的可理解性和实时三维场景的非线性投影的灵活性。我们的系统的通用性通过使用单一数据挖掘和投影基础设施构建的三种可视化技术来说明。
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引用次数: 25
QSplat compression QSplat压缩
Rachid Namane, Fatima Oulebsir-Boumghar, K. Bouatouch
The great advances in the field of 3D scanning technologies have enabled the creation of meshes with hundred millions of polygons. Rendering data sets of that size is time consuming even with commodity graphics hardware. The QSplat technique that has been introduced by S. Rusinkiewics and M. Levoy of Stanford University is used for the inter-active point based visualization of large 3D scenes. Nevertheless, it has some drawbacks like the storage requirement which is still higher. The objective of our work we present in this paper is to improve the per-node storage requirements of QSplat models and to minimize the transmission cost in streaming QSplat models across low-bandwidth networks or bottlenecked networks. To do that, we focus on coding strategies which provide reasonable data reduction at low decoding complexity. In this context, Huffman and relative delta encoding fit well with our purposes. The performances of the compression process are studied and the rendering algorithm is extended in order to be able to work on compressed data without loosing the original system interactivity.
在3D扫描技术领域的巨大进步已经能够创建数以百万计的多边形网格。即使使用普通的图形硬件,渲染这种大小的数据集也是非常耗时的。由斯坦福大学的S. Rusinkiewics和M. Levoy引入的QSplat技术被用于大型3D场景的基于交互点的可视化。然而,它也有一些缺点,比如对存储的要求仍然更高。我们在本文中提出的工作目标是改进QSplat模型的每个节点存储需求,并最小化在低带宽网络或瓶颈网络上流式传输QSplat模型的传输成本。为了做到这一点,我们专注于在低解码复杂度下提供合理的数据减少的编码策略。在这种情况下,霍夫曼和相对增量编码很适合我们的目的。研究了压缩过程的性能,并对渲染算法进行了扩展,使其能够在不失去原有系统交互性的情况下处理压缩数据。
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引用次数: 4
High fidelity reconstruction of the ancient Egyptian temple of Kalabsha 古埃及卡拉布沙神庙的高保真重建
V. Sundstedt, A. Chalmers, Philippe Martinez
The ancient Egyptian temple of Kalabsha dates back to 30 BC. In 1963 the temple was dismantled and moved to a new site in order to save it from the rising waters of the Lake Nasser. Computer graphics in collaboration with Egyptologists makes it possible to recreate the temple on a computer, place it back to its original location and orientation, and illuminate it, as it may have appeared some 2000 years ago. Accuracy is of the highest importance in such archaeological reconstructions when investigating how a site might have appeared in the past. Failure to use the highest fidelity means there is a very real danger of misrepresenting the past. This paper describes the practical methodology that should be undertaken in order to create a high fidelity reconstruction and realistic lighting simulation of an ancient Egyptian temple.
古埃及的卡拉布沙神庙可以追溯到公元前30年。1963年,这座寺庙被拆除,搬到了一个新的地方,以保护它免受纳赛尔湖水位上涨的影响。与埃及古物学家合作的计算机图形学使得在计算机上重建神庙成为可能,把它放回到原来的位置和方向,并照亮它,因为它可能出现在大约2000年前。在这种考古重建中,当调查一个遗址在过去可能出现的情况时,准确性是最重要的。没有使用最高的保真度意味着存在歪曲过去的非常真实的危险。本文描述了为创建古埃及神庙的高保真重建和逼真的照明模拟而应采取的实用方法。
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引用次数: 83
Designing a VR interaction authoring tool using constructivist practices 使用建构主义实践设计VR交互创作工具
C. Winterbottom, E. Blake
This paper describes the process of designing an authoring tool for virtual environments, using constructivist principles. The focus of the tool is on helping novice designers without coding experience to conceptualise and visualise the interactions of the virtual environment. According to constructivism, knowledge is constructed by people through interactions with their social and physical environments. Major aspects of this theory are explored, such as multiple representations, reflexivity, exploration, scaffolding and user control. Its practical application to the design of the tool is then described.
本文描述了使用建构主义原则设计虚拟环境创作工具的过程。该工具的重点是帮助没有编码经验的新手设计师概念化和可视化虚拟环境的交互。根据建构主义,知识是由人们通过与其社会和物理环境的相互作用而构建的。这一理论的主要方面进行了探讨,如多重表征,反身性,探索,脚手架和用户控制。然后描述了其在刀具设计中的实际应用。
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引用次数: 6
Interactive ray tracing of free-form surfaces 自由曲面的交互式光线追踪
Carsten Benthin, I. Wald, P. Slusallek
Even though the speed of software ray tracing has recently been increased to interactive performance even on standard PCs, these systems usually only supported triangles as geometric primitives. Directly handling free-form surfaces such as spline or subdivision surfaces instead of first tesselating them offers many advantages such as higher precision results, reduced memory requirements, and faster preprocessing due to less primitives. However, existing algorithms for ray tracing free-form surfaces are much too slow for interactive use. In this paper we present a simple and generic approach for ray tracing free-form surfaces together with specific implementations for cubic Bézier and Loop subdivision surfaces. We show that our approach allows to increase the performance by more than an order of magnitude, requires only constant memory, and is largely independent on the total number of free-form primitives in a scene. Examples demonstrate that even scene with over one hundred thousand free-form surfaces can be rendered interactively on a single processor at video resolution.
即使软件光线追踪的速度最近已经提高到甚至在标准pc上的交互性能,这些系统通常只支持三角形作为几何基元。直接处理自由曲面,如样条曲面或细分曲面,而不是首先对它们进行镶嵌,可以提供许多优点,例如更高的精度结果,更少的内存需求,以及由于更少的原语而更快的预处理。然而,现有的光线追踪自由曲面的算法对于交互使用来说太慢了。在本文中,我们提出了射线追踪自由曲面的一种简单而通用的方法,以及对立方bsamizier和Loop细分曲面的具体实现。我们表明,我们的方法可以将性能提高一个数量级以上,只需要恒定的内存,并且在很大程度上独立于场景中自由形式原语的总数。实例表明,即使场景有超过十万个自由曲面,也可以在单个处理器上以视频分辨率进行交互渲染。
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引用次数: 40
期刊
International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
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