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Smooth Transitioning Between two Walking Metaphors for Virtual Reality Applications 虚拟现实应用中两个行走隐喻之间的平滑过渡
Pub Date : 1900-01-01 DOI: 10.2312/CEIG.20191212
I. Salvetti, Alex Rios, N. Pelechano
Virtual navigation should be as similar as possible to how we move in the real world, however the limitations of hardware and physical space make this a challenging problem. Tracking natural walk is only feasible when the dimensions of the virtual environment match those of the real world. The problem of most navigation techniques is that they produce motion sickness because the optical flow observed does not match the vestibular and proprioceptive information that appears during real physical movement. Walk in place is a technique that can successfully reduce motion sickness without losing presence in the virtual environment. It is suitable for navigating in a very large virtual environment but it is not usually needed in small virtual spaces. Most current work focuses on one specific navigation metaphor, however in our experience we have observed that if users are given the possibility to use walk in place for large distances, they tend to switch to normal walk when they are in a confined virtual area (such as a small room). Therefore, in this paper we present our ongoing work to seamlessly switch between two navigation metaphors based on leg and head tracking to achieve a more intuitive and natural virtual navigation.
虚拟导航应该尽可能与我们在现实世界中的移动方式相似,但是硬件和物理空间的限制使这成为一个具有挑战性的问题。只有当虚拟环境的维度与现实世界相匹配时,跟踪自然行走才是可行的。大多数导航技术的问题在于,它们会产生晕动病,因为观察到的光流与真实身体运动中出现的前庭和本体感觉信息不匹配。原地行走是一种技术,可以成功地减少晕动病,而不会失去在虚拟环境中的存在感。它适合在非常大的虚拟环境中导航,但在小的虚拟空间中通常不需要。目前大多数工作都集中在一个特定的导航隐喻上,然而根据我们的经验,我们已经观察到,如果用户有可能在很远的地方使用步行,当他们在一个受限的虚拟区域(比如一个小房间)时,他们倾向于切换到正常的步行。因此,在本文中,我们介绍了我们正在进行的基于腿部和头部跟踪的两种导航隐喻之间无缝切换的工作,以实现更直观和自然的虚拟导航。
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引用次数: 0
A Framework for Rendering, Simulation and Animation of Crowds 一个群体渲染、模拟和动画的框架
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/001-010
N. Pelechano, B. Spanlang, A. Beacco
Real-time crowd simulation for virtual environment applications requires not only navigation and locomotion in large environments while avoiding obstacles and agents, but also rendering high quality 3D fully articulated figures to enhance realism. In this paper, we present a framework for real-time simulation of crowds. The framework is composed of a Hardware Accelerated Character Animation Library (HALCA), a crowd simulation system that can handle large crowds with high densities (HiDAC), and an Animation Planning Mediator (APM) that bridges the gap between the global position of the agents given by HiDAC and the correct skeletal state so that each agent is rendered with natural locomotion in real-time. The main goal of this framework is to allow high quality visualization and animation of several hundred realistic looking characters (about 5000 polygons each) navigating virtual environments on a single display PC, a HMD (Head Mounted Display), or a CAVE system. Results of several applications on a number of platforms are presented.
虚拟环境应用的实时人群模拟不仅需要在大型环境中导航和运动,同时避开障碍物和代理,还需要渲染高质量的3D全铰铰式人物,以增强真实感。在本文中,我们提出了一个实时模拟人群的框架。该框架由硬件加速角色动画库(HALCA)、可以处理高密度大人群的人群模拟系统(HiDAC)和动画规划中介(APM)组成,APM在HiDAC给出的代理的全局位置和正确的骨骼状态之间架起桥梁,以便每个代理实时呈现自然运动。这个框架的主要目标是允许高质量的可视化和动画几百个逼真的角色(每个大约5000个多边形)在单个显示PC, HMD(头戴式显示器)或CAVE系统上导航虚拟环境。给出了在多个平台上的几个应用结果。
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引用次数: 4
Realtime Dense Stereo Matching with Dynamic Programming in CUDA 基于CUDA动态规划的实时密集立体匹配
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/231-234
John Congote, Javier Barandiarán, I. Barandiaran, O. Ruiz
Real-time depth extraction from stereo images is an important process in computer vision. This paper proposes a new implementation of the dynamic programming algorithm to calculate dense depth maps using the CUDA architecture achieving real-time performance with consumer graphics cards. We compare the running time of the algorithm against CPU implementation and demonstrate the scalability property of the algorithm by testing it on different graphics cards.
立体图像的实时深度提取是计算机视觉中的一个重要过程。本文提出了一种动态规划算法的新实现,该算法使用CUDA架构计算密集深度图,在消费类显卡上实现实时性能。我们比较了该算法与CPU实现的运行时间,并通过在不同显卡上的测试来证明该算法的可扩展性。
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引用次数: 27
Light Source Detection in Photographs 照片中的光源检测
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/161-167
Jorge López-Moreno, Sunil Hadap, E. Reinhard, D. Gutierrez
Common tasks related to image processing or augmented reality include rendering new objects into existing images, or matching objects with unknown illumination. To facilitate such algorithms, it is often necessary to infer from which directions a scene was illuminated, even if only a photograph is available. For this purpose, we present a novel light source detection algorithm that, contrary to the current state-of-the-art, is able to detect multiple light sources with sufficient accuracy. 3D measures are not required, only the input image and a very small amount of unskilled user interaction.
与图像处理或增强现实相关的常见任务包括将新物体渲染到现有图像中,或将物体与未知照明相匹配。为了方便这种算法,即使只有一张照片可用,也经常需要推断出场景被照亮的方向。为此,我们提出了一种新的光源检测算法,与目前的先进技术相反,它能够以足够的精度检测多个光源。不需要3D测量,只需要输入图像和少量不熟练的用户交互。
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引用次数: 14
A Visual Interface for Feature Subset Selection Using Machine Learning Methods 基于机器学习方法的特征子集选择可视化界面
Pub Date : 1900-01-01 DOI: 10.2312/CEIG.20181165
Diego Rojo, Laura Raya, M. Rubio-Sánchez, Alberto Sánchez
Visual representation of information remains a key part of exploratory data analysis. This is due to the high number of features in datasets and their increasing complexity, together with users’ ability to visually understand information. One of the most common operations in exploratory data analysis is the selection of relevant features in the available data. In multidimensional scenarios, this task is often done with the help of automatic dimensionality reduction algorithms from the machine learning field. In this paper we develop a visual interface where users are integrated into the feature selection process of several machine learning algorithms. Users can work interactively with the algorithms in order to explore the data, compare the results and make the appropriate decisions about the feature selection process. CCS Concepts •Human-centered computing → Visual analytics; Visualization systems and tools; •Computing methodologies → Feature selection;
信息的可视化表示仍然是探索性数据分析的关键部分。这是由于数据集中的大量特征及其日益增加的复杂性,以及用户从视觉上理解信息的能力。探索性数据分析中最常见的操作之一是在可用数据中选择相关特征。在多维场景中,这项任务通常借助机器学习领域的自动降维算法来完成。在本文中,我们开发了一个可视化界面,将用户集成到几种机器学习算法的特征选择过程中。用户可以与算法交互工作,以便探索数据,比较结果并对特征选择过程做出适当的决定。CCS概念•以人为中心的计算→可视化分析;可视化系统和工具;•计算方法→特征选择;
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引用次数: 1
Synthetic Data Set Generation for the Evaluation of Image Acquisition Strategies Applied to Deep Learning Based Industrial Component Inspection Systems 基于深度学习的工业部件检测系统图像采集策略评价的合成数据集生成
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20211355
F. Saiz, Garazi Alfaro, I. Barandiaran, Sara García, M. P. Carretero, M. Graña
Automated visual inspection is an ongoing machine vision challenge for industry. Faced with increasingly demanding quality standards it is reasonable to address the transition from a manual inspection system to an automatic one using some advanced machine learning approaches such as deep learning models. However, the introduction of neural models in environments such as the manufacturing industry find certain impairments or limitations. Indeed, due to the harsh conditions of manufacturing environments, there is usually the limitation of collecting a high quality database for training neural models. Also, the imbalance between non-defective and defective samples is very common issue in this type of scenarios. To alleviate these problems, this work proposes a pipeline to generate rendered images from CAD models of industrial components, to subsequently feed an anomaly detection model based on Deep Learning. Our approach can simulate the potential geometric and photometric transformations in which the parts could be presented to a real camera to faithfully reproduce the image acquisition behavior of an automatic inspection system. We evaluated the accuracy of several neural models trained with different synthetically generated data set simulating different transformations such as part temperature or part position and orientation with respect to a given camera. The results shows the feasibility of the proposed approach during the design and evaluation process of the image acquisition setup and to guarantee the success of the real future application. CCS Concepts • Computing methodologies → Quality Inspection; Industrial Manufacturing; Photo-realistic Rendering; CAD Models; Anomaly Detection; Deep Learning; Generative Adversarial Networks;
自动化视觉检测是机器视觉行业面临的一个持续挑战。面对日益苛刻的质量标准,使用一些先进的机器学习方法(如深度学习模型)来解决从人工检测系统到自动检测系统的过渡是合理的。然而,在制造业等环境中引入神经模型存在一定的缺陷或局限性。事实上,由于制造环境的恶劣条件,通常存在收集高质量数据库用于训练神经模型的限制。此外,在这种情况下,无缺陷和有缺陷样品之间的不平衡是非常常见的问题。为了缓解这些问题,本工作提出了一个管道,从工业部件的CAD模型生成渲染图像,随后馈送基于深度学习的异常检测模型。我们的方法可以模拟潜在的几何和光度变换,其中零件可以呈现给真实的相机,以忠实地再现自动检测系统的图像采集行为。我们评估了几种神经模型的准确性,这些模型使用不同的综合生成数据集训练,模拟不同的转换,例如相对于给定的相机的零件温度或零件位置和方向。结果表明,该方法在图像采集装置的设计和评估过程中是可行的,为未来实际应用的成功提供了保证。•计算方法→质量检验;工业制造;富有真实感渲染;CAD模型;异常检测;深度学习;生成对抗网络;
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引用次数: 3
PterosaVR MUVHN: una aplicación para la reconstrucción virtual de Tropeognathus mesembrinus 翼龙:中胚层Tropeognathus mesembrinus虚拟重建的应用
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20181159
Tonny Ruiz-Gijón, Marcos Gutiérrez Cubells, Borja Holgado, Hugo Salais López, M. Vidal-González, Anna García Forner
Tanto el paleoarte como las nuevas tecnologías suponen herramientas muy útiles y visualmente atractivas para la representación de la vida extinta. En este proyecto, ambas disciplinas han sido combinadas en el desarrollo de una aplicación móvil que permite, mediante el uso de un casco de realidad virtual, asistir a la reconstrucción del pterosaurio Tropeognathus mesembrinus, paseando a través de tres niveles anatómicos: el esqueleto, la musculatura y el aspecto externo. La reconstrucción culmina con una escena de Tropeognathus sobrevolando un paisaje del Cretácico Inferior. Además, incluye un visor 3D por el que se puede navegar por la anatomía del pterosaurio, así como una opción de poder mostrarlo en realidad aumentada al encontrar el logo del museo. En conclusión, esta aplicación supone una forma novedosa y atractiva de exponer una pieza paleontológica al público general, que podrá familiarizarse no sólo con Tropeognathus y los pterosaurios, sino también con el proceso de reconstrucción de la vida extinta. CCS Concepts • Applied → Virtual Reality, Augmented Reality;
古艺术和新技术都是非常有用和视觉上吸引人的工具来描绘灭绝的生命。在这个项目中,这两个学科结合在一起开发了一个移动应用程序,通过使用虚拟现实头盔,帮助重建翼龙Tropeognathus mesembrinus,通过三个解剖层次:骨骼、肌肉组织和外部外观。重建的高潮是Tropeognathus飞越白垩纪早期景观的场景。此外,它还包括一个3D查看器,通过它可以浏览翼龙的解剖结构,以及在找到博物馆标志时可以在增强现实中显示它的选项。总之,这一应用程序是向公众展示古生物学作品的一种新颖而有吸引力的方式,公众不仅可以熟悉Tropeognathus和翼龙,还可以熟悉灭绝生命的重建过程。•应用→虚拟现实、增强现实;
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引用次数: 0
Dos Sistemas de Realidad Aumentada para el Tratamiento de la Acrofobia 两种治疗恐高症的增强现实系统
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG08/249-252
David Pérez, M. C. J. Lizandra
En este artículo presentamos dos sistemas de RA para el tratamiento de la acrofobia. El primero de ellos utiliza fotos navegables como elementos virtuales. En el segundo las sensaciones acrofóbicas se producen simulando que repentinamente: se abre un agujero en el suelo o se suben las paredes. Para comprobar la sensación de presencia y grado de ansiedad producidos por estos sistemas, se han realizado dos estudios comparativos. En el primero de ellos, se ha comparado el primer sistema de RA (foto navegable) con el mismo entorno real. En el segundo, se ha comparado el segundo sistema de RA con un sistema similar de RV. Los resultados han demostrado que la RA produce suficiente sensación de presencia y ansiedad en usuarios sin fobia. Por consiguiente, a falta de hacer pruebas con pacientes reales, nos inclinamos a pensar que este tipo de sistemas puede ser una alternativa a la RV para terapia.
在这篇文章中,我们介绍了两种治疗恐高症的ar系统。第一种方法使用可导航的照片作为虚拟元素。在第二种情况下,恐高的感觉是通过模拟地面上的一个洞突然打开或墙壁上升而产生的。为了检验这些系统产生的存在感和焦虑程度,进行了两项比较研究。在第一个项目中,我们将第一个ar(可导航照片)系统与相同的真实环境进行了比较。在第二篇文章中,我们将第二种ar系统与类似的vr系统进行了比较。结果表明,ar在无恐惧症用户中产生足够的存在感和焦虑感。因此,由于缺乏对真实患者的测试,我们倾向于认为这种类型的系统可能是vr治疗的替代方案。
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引用次数: 0
Texturización automática en Entornos urbanos utilizando Algoritmos Genéticos
Pub Date : 1900-01-01 DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/135-144
María Dolores Robles-Ortega, José López Expósito, Lidia M. Ortega-Alvarado, Francisco R. Feito-Higueruela
La representación virtual de entornos reales en 3 D plantea ciertos problemas de texturización cuando dichos escenarios son de grandes dimensiones. Concretamente, el modelado de un entorno urbano con miles de edificios puede suponer un enorme reto si debe respetarse la información real del plano de la ciudad con manzanas, alturas de edificios reales, así como nombres de calles u otro tipo de información relevante. El objetivo final es posibilitar la navegación libre por dicho entorno virtual ofreciendo al usuario la mayor sensación de realismo posible, independientemente del lugar exacto por donde decida moverse en la ciudad, y exista o no información de interés en dicha zona. A pesar de partir de toda la información posible disponible en un SIG urbano, éste no suele almacenar datos relativos al aspecto real de los inmuebles, lo cual resulta imprescindible para realizar un levantamiento realista de la ciudad completa. En este trabajo se propone una solución alternativa, aplicando texturas de forma automática a los edificios de los cuales no se tenga información exacta de su posible aspecto. Para ello se emplean dos algoritmos genéticos para asignar automáticamente texturas
在三维环境中,真实环境的虚拟表示在大型场景中会出现一些纹理问题。具体而言,城市环境建模与成千上万的edificios可巨大的挑战如果信息应当真实地图与苹果、海拔edificios实际、街头以及名字或其它相关信息。fi全国宇空实验室的目标是使因上述虚拟导航免费提供给用户尽可能现实的感觉,而不管到底,他决定开始在城里和该地区存在或不感兴趣的信息。尽管来自城市地理信息系统中所有可能的信息,但它通常不存储与房地产真实外观相关的数据,这是对整个城市进行真实调查的必要条件。这个工作拟在一个方法中,采用自动材质的edificios其中有准确的信息不是可能的样子。为了做到这一点,我们使用了两种遗传算法来自动分配纹理。
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引用次数: 1
Depth Map Repairing for Building Reconstruction 建筑重建的深度图修复
Pub Date : 1900-01-01 DOI: 10.2312/ceig.20181162
C. Andújar, O. Argudo, I. Besora, P. Brunet, A. Chica, Marc Comino
properties surface images from we present a simple method for detecting, classifying and filling non-valid data regions in depth maps produced by dense stereo algorithms. Triangles meshes reconstructed from our repaired depth maps exhibit much higher quality than those produced by state-of-the-art reconstruction algorithms like Screened Poisson-based techniques.
本文提出了一种在密集立体算法生成的深度图中检测、分类和填充非有效数据区域的简单方法。从我们修复的深度图中重建的三角形网格显示出比最先进的重建算法(如基于筛选泊松的技术)更高的质量。
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引用次数: 0
期刊
Spanish Computer Graphics Conference
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