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Human-robot collaboration integrated with virtual reality in construction and manufacturing industries: A systematic review 建筑和制造业中集成虚拟现实的人机协作:系统综述
Q1 Computer Science Pub Date : 2025-08-01 DOI: 10.1016/j.vrih.2024.08.004
Ehsan Shourangiz, Fatemeh Ghafari, Chao Wang
The integration of Human-Robot Collaboration (HRC) into Virtual Reality (VR) technology is transforming industries by enhancing workforce skills, improving safety, and optimizing operational processes and efficiency through realistic simulations of industry-specific scenarios. Despite the growing adoption of VR integrated with HRC, comprehensive reviews of current research in HRC-VR within the construction and manufacturing fields are lacking. This review examines the latest advances in designing and implementing HRC using VR technology in these industries. The aim is to address the application domains of HRC-VR, types of robots used, VR setups, and software solutions used. To achieve this, a systematic literature review using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses methodology was conducted on the Web of Science and Google Scholar databases, analyzing 383 articles and selecting 53 papers that met the established selection criteria. The findings emphasize a significant focus on enhancing human-robot interaction with a trend toward using immersive VR experiences and interactive 3D content creation tools. However, the integration of HRC with VR, especially in the dynamic construction environment, presents unique challenges and opportunities for future research, including developing more realistic simulations and adaptable robot systems. This paper offers insights for researchers, practitioners, educators, industry professionals, and policymakers interested in leveraging the integration of HRC with VR in construction and manufacturing industries.
将人机协作(HRC)集成到虚拟现实(VR)技术中,通过对行业特定场景的逼真模拟,提高劳动力技能、提高安全性、优化操作流程和效率,正在改变行业。尽管越来越多地采用VR与HRC相结合的技术,但目前在建筑和制造领域对HRC-VR的研究还缺乏全面的综述。本文综述了在这些行业中使用VR技术设计和实施HRC的最新进展。目的是解决HRC-VR的应用领域,使用的机器人类型,VR设置和使用的软件解决方案。为了实现这一目标,我们在Web of Science和b谷歌Scholar数据库上使用首选报告项目进行了系统文献综述和meta分析方法,分析了383篇文章,并选择了53篇符合既定选择标准的论文。研究结果强调,通过使用沉浸式VR体验和交互式3D内容创作工具的趋势,增强人机交互是一个重要的重点。然而,HRC与VR的融合,特别是在动态建筑环境中,为未来的研究带来了独特的挑战和机遇,包括开发更逼真的模拟和适应性强的机器人系统。本文为研究人员、从业人员、教育工作者、行业专业人士和政策制定者提供了见解,他们对在建筑和制造业中利用HRC与VR的集成感兴趣。
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引用次数: 0
Dynamic load balancing for real-time multiview path tracing on multi-GPU architectures 多gpu架构下实时多视图路径跟踪的动态负载平衡
Q1 Computer Science Pub Date : 2025-08-01 DOI: 10.1016/j.vrih.2022.08.013
Erwan Leria, Markku Makitalo, Julius Ikkala, Pekka Jääskeläinen
Stereoscopic and multiview rendering are used for virtual reality and the synthetic generation of light fields from three-dimensional scenes. Because rendering multiple views using ray tracing techniques is computationally expensive, the utilization of multiprocessor machines is necessary to achieve real-time frame rates. In this study, we propose a dynamic load-balancing algorithm for real-time multiview path tracing on multi-compute device platforms. The proposed algorithm was adapted to heterogeneous hardware combinations and dynamic scenes in real time. We show that on a heterogeneous dual-GPU platform, our implementation reduces the rendering time by an average of approximately 30%–50% compared with that of a uniform workload distribution, depending on the scene and number of views.
立体和多视图渲染用于虚拟现实和三维场景光场合成生成。由于使用光线追踪技术渲染多个视图的计算成本很高,因此使用多处理器机器来实现实时帧率是必要的。在这项研究中,我们提出了一种动态负载平衡算法,用于多计算设备平台上的实时多视图路径跟踪。该算法适用于异构硬件组合和实时动态场景。我们表明,在异构双gpu平台上,我们的实现与统一工作负载分布相比,平均减少了大约30%-50%的渲染时间,具体取决于场景和视图数量。
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引用次数: 0
Designing social immersive virtual environments for the Metaverse: The case study of MetaLibrary 为虚拟世界设计社交沉浸式虚拟环境:以metabrary为例
Q1 Computer Science Pub Date : 2025-06-01 DOI: 10.1016/j.vrih.2025.04.002
Alberto CANNAVÒ, Giorgio ARRIGO, Alessandro VISCONTI, Federico De LORENZIS, Fabrizio LAMBERTI

Background

Over the last few years, the rapid advancement of technology has led to the development of many approaches to digitalization. In this respect, metaverse provides 3D persistent virtual environments that can be used to access digital content, meet virtually, and perform several professional and leisure tasks. Among the numerous technologies supporting the metaverse, immersive Virtual Reality (VR) plays a primary role and offers highly interactive social experiences. Despite growing interest in this area, there are no clear design guidelines for creating environments tailored to the metaverse.

Methods

This study seeks to advance research in this area by moving from state-of-the-art studies on the design of immersive virtual environments in the context of metaverse and proposing how to integrate cutting-edge technologies within this context. Specifically, the best practices were identified by i) analyzing literature studies focused on human behavior in immersive virtual environments, ii) extracting common features of existing social VR platforms, and iii) conducting interviews with experts in a specific application domain. Specifically, this study considered the creation of a new virtual environment for MetaLibrary, a VR-based social platform aimed at integrating public libraries into metaverse. Several implementation challenges and additional requirements have been identified for the development of virtual environments (VEs). These elements were considered in the selection of specific cutting-edge technologies and their integration into the development process. A user study was also conducted to investigate some design aspects (namely lighting conditions and richness of the scene layout) for which deriving clear indications from the above analysis was not possible because different alternative configurations could be chosen.

Results

The work reported in this paper seeks to bridge the gap between existing VR platforms and related literature in the field, on the one hand, and requirements regarding immersive virtual environments for the metaverse, on the other hand, by reporting a set of best practices which were used to build a social virtual environment that meets users' expectations and needs.

Conclusions

Results suggest that carefully designed virtual environments can positively affect user experience and interaction within metaverse. The insights gained from this study offer valuable cues for developing immersive virtual environments for the metaverse to deliver more effective and engaging experiences.
在过去的几年里,技术的快速进步导致了许多数字化方法的发展。在这方面,metaverse提供了3D持久的虚拟环境,可用于访问数字内容,虚拟会面,并执行一些专业和休闲任务。在支持虚拟世界的众多技术中,沉浸式虚拟现实(VR)发挥着主要作用,提供了高度互动的社交体验。尽管人们对这个领域的兴趣越来越浓厚,但是对于创建适合于虚拟世界的环境,还没有明确的设计指导方针。方法:本研究旨在通过对虚拟世界背景下沉浸式虚拟环境设计的最新研究,并提出如何在此背景下整合尖端技术,来推进这一领域的研究。具体而言,通过i)分析专注于沉浸式虚拟环境中人类行为的文献研究,ii)提取现有社交VR平台的共同特征,以及iii)与特定应用领域的专家进行访谈,确定了最佳实践。具体来说,本研究考虑为MetaLibrary创建一个新的虚拟环境,这是一个基于vr的社交平台,旨在将公共图书馆整合到虚拟世界中。对于虚拟环境(ve)的开发,已经确定了几个实现挑战和额外需求。在选择具体的尖端技术并将其纳入开发过程时考虑了这些因素。我们还进行了一项用户研究,以调查一些设计方面(即照明条件和场景布局的丰富性),因为可以选择不同的替代配置,因此无法从上述分析中得出明确的指示。本文报告的工作旨在弥合现有VR平台与该领域相关文献之间的差距,一方面,另一方面,通过报告一组用于构建满足用户期望和需求的社交虚拟环境的最佳实践,满足虚拟世界对沉浸式虚拟环境的需求。结果表明,精心设计的虚拟环境可以对用户体验和虚拟世界中的交互产生积极影响。从这项研究中获得的见解为为虚拟世界开发沉浸式虚拟环境提供了有价值的线索,以提供更有效和更吸引人的体验。
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引用次数: 0
Optimal load frequency control system for two-area connected via AC/DC link using cuckoo search algorithm 基于布谷鸟搜索算法的交直流两区连接最优负荷频率控制系统
Q1 Computer Science Pub Date : 2025-06-01 DOI: 10.1016/j.vrih.2025.03.006
Gaber EL-SAADY , Alexey MIKHAYLOV , Nora BARANYAI , Mahrous AHMED , Mahmoud HEMEIDA

Background

Interconnection of different power systems has a major effect on system stability. This study aims to design an optimal load frequency control (LFC) system based on a proportional-integral (PI) controller for a two-area power system.

Methods

Two areas were connected through an AC tie line in parallel with a DC link to stabilize the frequency of oscillations in both areas. The PI parameters were tuned using the cuckoo search algorithm (CSA) to minimize the integral absolute error (IAE). A state matrix was provided, and the stability of the system was verified by calculating the eigenvalues. The frequency response was investigated for load variation, changes in the generator rate constraint, the turbine time constant, and the governor time constant.

Results

The CSA was compared with particle swarm optimization algorithm (PSO) under identical conditions. The system was modeled based on a state-space mathematical representation and simulated using MATLAB. The results demonstrated the effectiveness of the proposed controller based on both algorithms and, it is clear that CSA is superior to PSO.

Conclusion

The CSA algorithm smoothens the system response, reduces ripples, decreases overshooting and settling time, and improves the overall system performance under different disturbances.
不同电力系统之间的互联对系统的稳定性有着重要的影响。本研究旨在设计一种基于比例积分(PI)控制器的两区电力系统最优负荷频率控制系统。方法采用交流联线与直流联线并联,稳定两个区域的振荡频率。采用布谷鸟搜索算法(CSA)对PI参数进行调整,使积分绝对误差(IAE)最小。给出了状态矩阵,并通过计算特征值验证了系统的稳定性。研究了负荷变化、发电机转速约束、水轮机时间常数和调速器时间常数的频率响应。结果在相同条件下,将CSA算法与粒子群优化算法(PSO)进行了比较。基于状态空间数学表示对系统进行了建模,并用MATLAB进行了仿真。结果证明了基于这两种算法的控制器的有效性,并且很明显,CSA优于PSO。结论CSA算法平滑了系统响应,减少了波纹,减少了超调量和稳定时间,提高了系统在不同干扰下的整体性能。
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引用次数: 0
Effects of immersive virtual reality-based exercise on quality of life, stress, anxiety, depression, and handgrip strength in fibromyalgia: A pilot study 沉浸式虚拟现实运动对纤维肌痛患者生活质量、压力、焦虑、抑郁和握力的影响:一项初步研究
Q1 Computer Science Pub Date : 2025-06-01 DOI: 10.1016/j.vrih.2025.03.004
Gonzalo ARIAS-ÁLVAREZ , Carla GUZMÁN-PINCHEIRA , Diego GONZÁLEZ-GONZÁLEZ , Waldo OSORIO-TORRES , Daniel PECOS-MARTÍN , José GÓMEZ-PULIDO , Claudio CARVAJAL-PARODI

Background

Fibromyalgia (FM) is a chronic rheumatic disorder characterised by musculoskeletal pain, fatigue, and psychoemotional symptoms. Virtual reality (VR) has proven to be an innovative and motivating tool for managing FM, with several studies indicating that it can improve quality of life indices and reduce psychoemotional symptoms. However, studies on immersive VR-based exercise (iVRE) are limited.

Methods

The aim of this study was to evaluate the effects of iVRE on quality of life, stress, anxiety, depression, and handgrip strength in patients with FM. A single-arm pre-post-test pilot study was conducted. Individuals diagnosed with FM were recruited using convenience sampling. The iVRE protocol consisted of 12 sessions of 10 min warm-up and 15 min exercises applied with the Oculus Quest 2TM device. The impact on quality of life was assessed using the Revised Fibromyalgia Impact Questionnaire, and the effects on stress, anxiety, and depression were determined using the Depression Anxiety Stress Scale-21 questionnaire. Handgrip strength was evaluated using the Baseline® dynamometer. The normality assumption was evaluated, and the pre-post means were compared using Student's t-test (p < 0.05).

Results

Eleven individuals (40.6 ± 11.2 years) completed the protocol (10 women). There were significant differences in favour of iVRE in quality of life impact (p < 0.001, Cohen's d: 1.48), handgrip strength (p < 0.05, Cohen's d: 0.26), depression (p < 0.05, Cohen's d: 0.73), and anxiety (p < 0.05, Cohen's d: 0.73).

Conclusions

A six-week iVRE program significantly reduces the impact on quality of life, anxiety, and depression and improves handgrip strength in people with FM. Future studies should investigate the physiological effects using systemic biomarkers to explain the scope of this therapeutic modality.
纤维肌痛(FM)是一种慢性风湿性疾病,以肌肉骨骼疼痛、疲劳和心理情绪症状为特征。虚拟现实(VR)已被证明是一种管理FM的创新和激励工具,一些研究表明它可以改善生活质量指数并减少心理情绪症状。然而,关于沉浸式vr运动(iVRE)的研究还很有限。方法本研究的目的是评估iVRE对FM患者生活质量、压力、焦虑、抑郁和握力的影响。进行了一项单臂试验前-后试点研究。采用方便抽样方法招募确诊为FM的个体。iVRE方案包括12次10分钟的热身和15分钟的练习,使用Oculus Quest 2TM设备。使用修订纤维肌痛影响问卷评估对生活质量的影响,使用抑郁焦虑压力量表-21问卷确定对压力、焦虑和抑郁的影响。使用Baseline®测力仪评估握力。评估正态性假设,并使用学生t检验比较前后均值(p <;0.05)。结果11例患者(40.6±11.2岁)完成治疗方案(10例女性)。iVRE对生活质量的影响有显著差异(p <;0.001, Cohen’s d: 1.48),握力(p <;0.05, Cohen’s d: 0.26),抑郁(p <;0.05, Cohen’s d: 0.73)和焦虑(p <;0.05, Cohen’s d: 0.73)。结论:6周的iVRE方案显著降低了FM患者生活质量、焦虑和抑郁的影响,并提高了握力。未来的研究应该使用系统生物标志物来研究生理效应,以解释这种治疗方式的范围。
{"title":"Effects of immersive virtual reality-based exercise on quality of life, stress, anxiety, depression, and handgrip strength in fibromyalgia: A pilot study","authors":"Gonzalo ARIAS-ÁLVAREZ ,&nbsp;Carla GUZMÁN-PINCHEIRA ,&nbsp;Diego GONZÁLEZ-GONZÁLEZ ,&nbsp;Waldo OSORIO-TORRES ,&nbsp;Daniel PECOS-MARTÍN ,&nbsp;José GÓMEZ-PULIDO ,&nbsp;Claudio CARVAJAL-PARODI","doi":"10.1016/j.vrih.2025.03.004","DOIUrl":"10.1016/j.vrih.2025.03.004","url":null,"abstract":"<div><h3>Background</h3><div>Fibromyalgia (FM) is a chronic rheumatic disorder characterised by musculoskeletal pain, fatigue, and psychoemotional symptoms. Virtual reality (VR) has proven to be an innovative and motivating tool for managing FM, with several studies indicating that it can improve quality of life indices and reduce psychoemotional symptoms. However, studies on immersive VR-based exercise (iVRE) are limited.</div></div><div><h3>Methods</h3><div>The aim of this study was to evaluate the effects of iVRE on quality of life, stress, anxiety, depression, and handgrip strength in patients with FM. A single-arm pre-post-test pilot study was conducted. Individuals diagnosed with FM were recruited using convenience sampling. The iVRE protocol consisted of 12 sessions of 10 min warm-up and 15 min exercises applied with the Oculus Quest 2<sup>TM</sup> device. The impact on quality of life was assessed using the Revised Fibromyalgia Impact Questionnaire, and the effects on stress, anxiety, and depression were determined using the Depression Anxiety Stress Scale-21 questionnaire. Handgrip strength was evaluated using the Baseline® dynamometer. The normality assumption was evaluated, and the pre-post means were compared using Student's <em>t</em>-test (<em>p</em> &lt; 0.05).</div></div><div><h3>Results</h3><div>Eleven individuals (40.6 ± 11.2 years) completed the protocol (10 women). There were significant differences in favour of iVRE in quality of life impact (<em>p</em> &lt; 0.001, Cohen's <em>d</em>: 1.48), handgrip strength (<em>p</em> &lt; 0.05, Cohen's <em>d</em>: 0.26), depression (<em>p</em> &lt; 0.05, Cohen's <em>d</em>: 0.73), and anxiety (<em>p</em> &lt; 0.05, Cohen's <em>d</em>: 0.73).</div></div><div><h3>Conclusions</h3><div>A six-week iVRE program significantly reduces the impact on quality of life, anxiety, and depression and improves handgrip strength in people with FM. Future studies should investigate the physiological effects using systemic biomarkers to explain the scope of this therapeutic modality.</div></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":"7 3","pages":"Pages 267-278"},"PeriodicalIF":0.0,"publicationDate":"2025-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144491437","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A new human-computer interaction paradigm: Agent interaction model based on large models and its prospects 一种新的人机交互范式:基于大模型的Agent交互模型及其展望
Q1 Computer Science Pub Date : 2025-06-01 DOI: 10.1016/j.vrih.2025.04.001
Yang LIU
This study examines the advent of agent interaction (AIx) as a transformative paradigm in human-computer interaction (HCI), signifying a notable evolution beyond traditional graphical interfaces and touchscreen interactions. Within the context of large models, AIx is characterized by its innovative interaction patterns and a plethora of application scenarios that hold great potential. The paper highlights the pivotal role of AIx in shaping the future landscape of the large model industry, emphasizing its adoption and necessity from a user's perspective. This study underscores the pivotal role of AIx in dictating the future trajectory of a large model industry by emphasizing the importance of its adoption and necessity from a user-centric perspective. The fundamental drivers of AIx include the introduction of novel capabilities, replication of capabilities (both anthropomorphic and superhuman), migration of capabilities, aggregation of intelligence, and multiplication of capabilities. These elements are essential for propelling innovation, expanding the frontiers of capability, and realizing the exponential superposition of capabilities, thereby mitigating labor redundancy and addressing a spectrum of human needs. Furthermore, this study provides an in-depth analysis of the structural components and operational mechanisms of agents supported by large models. Such advancements significantly enhance the capacity of agents to tackle complex problems and provide intelligent services, thereby facilitating a more intuitive, adaptive, and personalized engagement between humans and machines. The study further delineates four principal categories of interaction patterns that encompass eight distinct modalities of interaction, corresponding to twenty-one specific scenarios, including applications in smart home systems, health assistance, and elderly care. This emphasizes the significance of this new paradigm in advancing HCI, fostering technological advancements, and redefining user experiences. However, it also acknowledges the challenges and ethical considerations that accompany this paradigm shift, recognizing the need for a balanced approach to harness the full potential of AIx in modern society.
本研究探讨了agent交互(AIx)作为人机交互(HCI)的变革范例的出现,标志着超越传统图形界面和触摸屏交互的显著进化。在大型模型的上下文中,AIx的特点是其创新的交互模式和大量具有巨大潜力的应用程序场景。本文强调了AIx在塑造大型模型行业未来格局中的关键作用,从用户的角度强调了它的采用和必要性。这项研究强调了AIx在决定大型模型行业未来发展轨迹方面的关键作用,从用户为中心的角度强调了采用AIx的重要性和必要性。AIx的基本驱动因素包括新功能的引入、功能的复制(拟人的和超人的)、功能的迁移、智能的聚合和功能的倍增。这些要素对于推动创新、扩展能力的前沿和实现能力的指数叠加至关重要,从而减轻劳动力冗余并解决一系列人类需求。此外,本研究还深入分析了大型模型支持下智能体的结构组成和运行机制。这些进步显著提高了智能体解决复杂问题和提供智能服务的能力,从而促进了人与机器之间更直观、更自适应、更个性化的接触。该研究进一步描述了交互模式的四个主要类别,涵盖了八种不同的交互模式,对应于21种具体场景,包括智能家居系统、健康援助和老年人护理的应用。这强调了这种新模式在推进HCI、促进技术进步和重新定义用户体验方面的重要性。然而,它也承认伴随着这种范式转变的挑战和伦理考虑,认识到需要一种平衡的方法来充分利用AIx在现代社会中的潜力。
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引用次数: 0
Advanced driver assistance system (ADAS) and machine learning (ML): The dynamic duo revolutionizing the automotive industry 高级驾驶辅助系统(ADAS)和机器学习(ML):这两个动态组合将彻底改变汽车行业
Q1 Computer Science Pub Date : 2025-06-01 DOI: 10.1016/j.vrih.2025.01.002
Harsh SHAH , Karan SHAH , Kushagra DARJI , Adit SHAH , Manan SHAH
The advanced driver assistance system (ADAS) primarily serves to assist drivers in monitoring the speed of the car and helps them make the right decision, which leads to fewer fatal accidents and ensures higher safety. In the artificial Intelligence domain, machine learning (ML) was developed to make inferences with a degree of accuracy similar to that of humans; however, enormous amounts of data are required. Machine learning enhances the accuracy of the decisions taken by ADAS, by evaluating all the data received from various vehicle sensors. This study summarizes all the critical algorithms used in ADAS technologies and presents the evolution of ADAS technology. Initially, ADAS technology is introduced, along with its evolution, to understand the objectives of developing this technology. Subsequently, the critical algorithms used in ADAS technology, which include face detection, head-pose estimation, gaze estimation, and link detection are discussed. A further discussion follows on the impact of ML on each algorithm in different environments, leading to increased accuracy at the expense of additional computing, to increase efficiency. The aim of this study was to evaluate all the methods with or without ML for each algorithm.
先进的驾驶辅助系统(ADAS)主要是帮助驾驶员监控汽车的速度,帮助他们做出正确的决定,从而减少致命事故,确保更高的安全性。在人工智能领域,机器学习(ML)被开发出来,以类似于人类的精度进行推理;然而,需要大量的数据。通过评估从各种车辆传感器接收的所有数据,机器学习提高了ADAS做出决策的准确性。本研究总结了ADAS技术中使用的所有关键算法,并介绍了ADAS技术的发展。首先,介绍ADAS技术及其演变,以了解开发该技术的目标。随后,讨论了ADAS技术中使用的关键算法,包括人脸检测、头姿估计、凝视估计和链路检测。接下来将进一步讨论ML对不同环境中每种算法的影响,从而以额外的计算为代价提高准确性,从而提高效率。本研究的目的是评估每个算法使用或不使用ML的所有方法。
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引用次数: 0
Multidimensional image morphing-fast image-based rendering of open 3D and VR environments 多维图像变形-基于开放3D和VR环境的快速图像渲染
Q1 Computer Science Pub Date : 2025-04-01 DOI: 10.1016/j.vrih.2023.06.007
Simon Seibt , Bastian Kuth , Bartosz von Rymon Lipinski , Thomas Chang , Marc Erich Latoschik

Background

In recent years, the demand for interactive photorealistic three-dimensional (3D) environments has increased in various fields, including architecture, engineering, and entertainment. However, achieving a balance between the quality and efficiency of high-performance 3D applications and virtual reality (VR) remains challenging.

Methods

This study addresses this issue by revisiting and extending view interpolation for image-based rendering (IBR), which enables the exploration of spacious open environments in 3D and VR. Therefore, we introduce multimorphing, a novel rendering method based on the spatial data structure of 2D image patches, called the image graph. Using this approach, novel views can be rendered with up to six degrees of freedom using only a sparse set of views. The rendering process does not require 3D reconstruction of the geometry or per-pixel depth information, and all relevant data for the output are extracted from the local morphing cells of the image graph. The detection of parallax image regions during preprocessing reduces rendering artifacts by extrapolating image patches from adjacent cells in real-time. In addition, a GPU-based solution was presented to resolve exposure inconsistencies within a dataset, enabling seamless transitions of brightness when moving between areas with varying light intensities.

Results

Experiments on multiple real-world and synthetic scenes demonstrate that the presented method achieves high "VR-compatible" frame rates, even on mid-range and legacy hardware, respectively. While achieving adequate visual quality even for sparse datasets, it outperforms other IBR and current neural rendering approaches.

Conclusions

Using the correspondence-based decomposition of input images into morphing cells of 2D image patches, multidimensional image morphing provides high-performance novel view generation, supporting open 3D and VR environments. Nevertheless, the handling of morphing artifacts in the parallax image regions remains a topic for future research.
近年来,包括建筑、工程和娱乐在内的各个领域对交互式逼真三维(3D)环境的需求都在增加。然而,实现高性能3D应用和虚拟现实(VR)的质量和效率之间的平衡仍然具有挑战性。方法本研究通过重新审视和扩展基于图像渲染(IBR)的视图插值来解决这一问题,该方法可以在3D和VR中探索宽敞的开放环境。因此,我们引入了一种新的基于二维图像块空间数据结构的绘制方法,称为图像图。使用这种方法,仅使用一组稀疏的视图,就可以呈现具有多达六个自由度的新视图。渲染过程不需要三维几何体重建或逐像素深度信息,输出的所有相关数据都是从图像图形的局部变形单元中提取的。在预处理过程中检测视差图像区域,通过实时从相邻单元中推断图像补丁来减少渲染伪影。此外,提出了一种基于gpu的解决方案来解决数据集中的曝光不一致性,从而在不同光强的区域之间移动时实现亮度的无缝过渡。结果在多个真实场景和合成场景上的实验表明,该方法分别在中档和传统硬件上实现了高“vr兼容”帧率。即使对于稀疏数据集,它也能获得足够的视觉质量,优于其他IBR和当前的神经渲染方法。结论通过将输入图像对应分解为二维图像块的变形单元,多维图像变形提供了高性能的新视图生成,支持开放的3D和VR环境。然而,视差图像区域变形伪影的处理仍然是未来研究的课题。
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引用次数: 0
STDNet: Improved lip reading via short-term temporal dependency modeling STDNet:通过短期时间依赖建模改进唇读
Q1 Computer Science Pub Date : 2025-04-01 DOI: 10.1016/j.vrih.2024.07.003
Xiaoer Wu , Zhenhua Tan , Ziwei Cheng , Yuran Ru

Background

Lip reading uses lip images for visual speech recognition. Deep-learning-based lip reading has greatly improved performance in current datasets; however, most existing research ignores the significance of short-term temporal dependencies of lip-shape variations between adjacent frames, which leaves space for further improvement in feature extraction.

Methods

This article presents a spatiotemporal feature fusion network (STDNet) that compensates for the deficiencies of current lip-reading approaches in short-term temporal dependency modeling. Specifically, to distinguish more similar and intricate content, STDNet adds a temporal feature extraction branch based on a 3D-CNN, which enhances the learning of dynamic lip movements in adjacent frames while not affecting spatial feature extraction. In particular, we designed a local–temporal block, which aggregates interframe differences, strengthening the relationship between various local lip regions through multiscale convolution. We incorporated the squeeze-and-excitation mechanism into the Global-Temporal Block, which processes a single frame as an independent unitto learn temporal variations across the entire lip region more effectively. Furthermore, attention pooling was introduced to highlight meaningful frames containing key semantic information for the target word.

Results

Experimental results demonstrated STDNet's superior performance on the LRW and LRW-1000, achieving word-level recognition accuracies of 90.2% and 53.56%, respectively. Extensive ablation experiments verified the rationality and effectiveness of its modules.

Conclusions

The proposed model effectively addresses short-term temporal dependency limitations in lip reading, and improves the temporal robustness of the model against variable-length sequences. These advancements validate the importance of explicit short-term dynamics modeling for practical lip-reading systems.
唇读使用唇形图像进行视觉语音识别。基于深度学习的唇读在当前数据集上的性能有了很大的提高;然而,大多数现有研究忽略了相邻帧之间唇形变化的短期时间依赖性的重要性,这为特征提取留下了进一步改进的空间。方法本文提出了一种时空特征融合网络(STDNet),弥补了当前唇读方法在短期时间依赖建模中的不足。具体来说,为了区分更相似和复杂的内容,STDNet增加了一个基于3D-CNN的时间特征提取分支,在不影响空间特征提取的同时增强了对相邻帧中动态嘴唇运动的学习。特别地,我们设计了一个局部-时间块,它聚集帧间的差异,通过多尺度卷积加强各个局部唇区域之间的关系。我们将挤压和激励机制整合到Global-Temporal Block中,它将单个帧作为一个独立的单元来处理,从而更有效地学习整个唇部区域的时间变化。此外,引入注意池来突出包含目标词关键语义信息的有意义框架。结果STDNet在LRW和LRW-1000上的识别准确率分别达到90.2%和53.56%。大量烧蚀实验验证了其模块的合理性和有效性。结论该模型有效地解决了唇读的短期时间依赖性限制,提高了模型对变长序列的时间鲁棒性。这些进展验证了显式短期动态建模对实际唇读系统的重要性。
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引用次数: 0
Segmentation of CAD models using hybrid representation 基于混合表示的CAD模型分割
Q1 Computer Science Pub Date : 2025-04-01 DOI: 10.1016/j.vrih.2025.01.001
Claude Uwimana , Shengdi Zhou , Limei Yang , Zhuqing Li , Norbelt Mutagisha , Edouard Niyongabo , Bin Zhou
In this paper, we introduce an innovative method for computer-aided design (CAD) segmentation by concatenating meshes and CAD models. Many previous CAD segmentation methods have achieved impressive performance using single representations, such as meshes, CAD, and point clouds. However, existing methods cannot effectively combine different three-dimensional model types for the direct conversion, alignment, and integrity maintenance of geometric and topological information. Hence, we propose an integration approach that combines the geometric accuracy of CAD data with the flexibility of mesh representations, as well as introduce a unique hybrid representation that combines CAD and mesh models to enhance segmentation accuracy. To combine these two model types, our hybrid system utilizes advanced-neural-network techniques to convert CAD models into mesh models. For complex CAD models, model segmentation is crucial for model retrieval and reuse. In partial retrieval, it aims to segment a complex CAD model into several simple components. The first component of our hybrid system involves advanced mesh-labeling algorithms that harness the digitization of CAD properties to mesh models. The second component integrates labelled face features for CAD segmentation by leveraging the abundant multisemantic information embedded in CAD models. This combination of mesh and CAD not only refines the accuracy of boundary delineation but also provides a comprehensive understanding of the underlying object semantics. This study uses the Fusion 360 Gallery dataset. Experimental results indicate that our hybrid method can segment these models with higher accuracy than other methods that use single representations.
本文介绍了一种新的计算机辅助设计(CAD)分割方法,即将网格和CAD模型连接起来。许多以前的CAD分割方法使用单一表示(如网格、CAD和点云)取得了令人印象深刻的性能。然而,现有的方法无法有效地将不同的三维模型类型结合起来,实现几何和拓扑信息的直接转换、对齐和完整性维护。因此,我们提出了一种集成方法,将CAD数据的几何精度与网格表示的灵活性相结合,并引入一种独特的混合表示,将CAD和网格模型结合起来,以提高分割精度。为了结合这两种模型类型,我们的混合系统利用先进的神经网络技术将CAD模型转换为网格模型。对于复杂的CAD模型,模型分割是模型检索和重用的关键。在部分检索中,它旨在将复杂的CAD模型分割成几个简单的组件。我们混合系统的第一个组成部分涉及先进的网格标记算法,该算法利用CAD属性的数字化网格模型。第二个组件通过利用CAD模型中嵌入的丰富的多语义信息,集成标记的人脸特征进行CAD分割。网格和CAD的结合不仅提高了边界描绘的准确性,而且提供了对底层对象语义的全面理解。本研究使用Fusion 360 Gallery数据集。实验结果表明,与其他使用单一表示的方法相比,我们的混合方法能够以更高的精度分割这些模型。
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引用次数: 0
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Virtual Reality Intelligent Hardware
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