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2009 IEEE Virtual Reality Conference最新文献

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The Globefish: A 3D Motion Controller 环球鱼:3D运动控制器
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811064
Alexander Kulik, Jan Hochstrate, André Kunert, B. Fröhlich
The Globefish is a novel desktop input device for three-dimensional object manipulation and viewpoint navigation. It consists of an elastically suspended 3D trackball, which provides a natural mapping for position-controlled 3D rotations. Rate-controlled 3D translations are performed by pushing the trackball into the appropriate direction. The device is manipulated by the fingertips allowing for precise interaction with virtual objects. The Globefish was designed for 3D graphics applications such as computer aided design (CAD), digital content creation (DCC) and 3D games.
Globefish是一种用于三维对象操作和视点导航的新型桌面输入设备。它由一个弹性悬浮的3D轨迹球组成,它为位置控制的3D旋转提供了自然映射。速度控制的3D转换是通过推动轨迹球到适当的方向来执行的。该设备由指尖操作,允许与虚拟物体进行精确的交互。Globefish专为3D图形应用而设计,如计算机辅助设计(CAD)、数字内容创作(DCC)和3D游戏。
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引用次数: 0
Virtual vs. Real-World Pointing in Two-User Scenarios 双用户场景中的虚拟与现实指向
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811011
Holger Salzmann, Mathias Moehring, B. Fröhlich
We are investigating the utility of a projection-based stereoscopic two-user system for applications in the automotive industry. In this paper we compare real-world pointing to pointing at virtual objects in a two-user scenario. In our study we investigated the following situation: One user points at an object while the second person has to guess the referenced object. Our results indicate that pointing at objects in a virtual world is much less precise than pointing in the real world even for a well calibrated stereoscopic two-user system. Pointing techniques like outlining an object or pointing from a distance produce more errors than the corresponding real-world techniques, but they are less error prone than interactions requiring to touch a virtual object. Our findings are a first step to qualify direct interaction techniques in a multi-user projection-based system.
我们正在研究一种基于投影的立体双用户系统在汽车工业中的应用。在本文中,我们比较了现实世界中的指向和双用户场景中的虚拟对象的指向。在我们的研究中,我们调查了以下情况:一个用户指着一个物体,而另一个人必须猜测所引用的物体。我们的研究结果表明,即使在校准良好的立体双用户系统中,指向虚拟世界中的物体也比指向现实世界中的物体要精确得多。与现实世界的相应技术相比,像勾勒物体轮廓或远距离指向等指向技术会产生更多的错误,但它们比需要触摸虚拟物体的交互更容易出错。我们的发现是在基于多用户投影的系统中验证直接交互技术的第一步。
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引用次数: 18
A Distributed Cooperative Framework for Continuous Multi-Projector Pose Estimation 连续多投影姿态估计的分布式协作框架
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4810996
Tyler Johnson, G. Welch, H. Fuchs, E. Force, H. Towles
We present a novel calibration framework for multi-projector displays that achieves continuous geometric calibration by estimating and refining the poses of all projectors in an ongoing fashion during actual display use. Our framework provides scalability by operating as a distributed system of "intelligent" projector units: projectors augmented with rigidly-mounted cameras, and paired with dedicated computers. Each unit interacts asynchronously with its peers, leveraging their combined computational power to cooperatively estimate the poses of all of the projectors. In cases where the projection surface is static, our system is able to continuously refine all of the projector poses, even when they change simultaneously.
我们提出了一种新的多投影机显示器校准框架,该框架通过在实际显示使用过程中持续估计和精炼所有投影机的姿势来实现连续的几何校准。我们的框架通过作为“智能”投影机单元的分布式系统运行来提供可扩展性:投影机增加了固定安装的摄像机,并与专用计算机配对。每个单元与它的同伴异步交互,利用它们的综合计算能力来合作估计所有投影仪的姿势。在投影表面是静态的情况下,我们的系统能够不断地改进所有投影机的姿势,即使它们同时变化。
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引用次数: 28
Odor Presentation with a Vivid Sense of Reality: Incorporating Fluid Dynamics Simulation into Olfactory Display 真实逼真的气味呈现:流体动力学模拟与嗅觉显示的结合
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811062
H. Matsukura, Hitoshi Yoshida, H. Ishida, A. Saitoh, T. Nakamoto
The results of our current multidisciplinary research efforts on the development of an olfactory display system are demonstrated. To present odors with a vivid sense of reality, we propose to use computational fluid dynamics (CFD) simulation in conjunction with the olfactory display system. In this demonstration, an odor is released with a movie clip using the olfactory display. A CFD solver is employed to calculate the turbulent airflow field in the given environment and diffusion/advection of odor molecules from their source. The olfactory display system generates an odor with the concentration determined by the calculated odor distribution. The user is assumed to be a small animal slowly walking through a virtual room, and experiences the spread of the odor in the room.
我们目前在嗅觉显示系统的发展多学科的研究成果被证明。为了使气味具有逼真的真实感,我们建议将计算流体动力学(CFD)模拟与嗅觉显示系统相结合。在这个演示中,使用嗅觉显示器的电影剪辑释放出一种气味。利用CFD求解器计算了给定环境下的湍流气流场和气味分子从源头扩散/平流的过程。嗅觉显示系统产生一种气味,其浓度由计算出的气味分布决定。用户被假设为一只小动物,慢慢地走过一个虚拟的房间,并体验房间里气味的传播。
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引用次数: 13
Immersive Rear Projection on Curved Screens 曲面屏幕上的沉浸式后投影
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811057
A. Kolb, M. Lambers, S. Todt, Nicolas Cuntz, C. Rezk-Salama
We present a new VR installation at the University of Siegen, Germany. It consists of a 180° cylindrical rear-projection screen and a front-projection floor, allowing both immersive VR applications with user tracking and convincing presentations for a larger audience.
我们在德国锡根大学展示了一个新的VR装置。它由一个180°的圆柱形后投影屏幕和一个前投影地板组成,允许沉浸式VR应用程序与用户跟踪和为更多的观众提供令人信服的演示。
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引用次数: 4
Virtual Reality in Physical Mirrors 物理镜像中的虚拟现实
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811034
Seunghyun Woo, Takafumi Aoki, Hironori Mitake, N. Hashimoto, Makoto Sato
Sometimes, mirrors provide illusions that distort physical laws. In these methods, the illusions become "real" as your visual, tactile, and auditory senses are immersed in the world inside the mirror. Our methods allows you to experience a mirror illusion through three modalities of feedback (visual, haptic, and auditory) and perceive a boundary less transition between the real world and the world inside the mirror. This approach is expected to open new possibilities for using mirrors in the fields of media art or virtual reality.
有时,镜子提供的错觉扭曲了物理定律。在这些方法中,当你的视觉、触觉和听觉都沉浸在镜子里的世界时,幻觉就会变得“真实”。我们的方法允许你通过三种反馈方式(视觉、触觉和听觉)来体验镜子幻觉,并感知现实世界和镜子内世界之间的无边界过渡。这种方法有望为在媒体艺术或虚拟现实领域使用镜子开辟新的可能性。
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引用次数: 0
A Global Illumination and BRDF Solution Applied to Photorealistic Augmented Reality 一种用于真实感增强现实的全局照明和BRDF解决方案
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811036
Saulo A. Pessoa, G. Moura, J. P. Lima, V. Teichrieb, J. Kelner
This paper presents a solution for the photorealistic rendering of synthetic objects into dynamic real scenes, in Augmented Reality applications. In order to achieve this goal, an Image Based Lighting approach is proposed, where environment maps with different levels of glossiness are generated for each virtual object in the scene at every frame. Due to this, illumination effects, such as color bleeding and specular reflections, can be simulated for virtual objects in a consistent way, even under the presence of scene changes. A unifying sampling method for the spherical harmonics transformation pass is also used. It is independent of map format and does not need to apply different weights for each sample. The developed technique is combined with an extended version of Lafortune Spatial BRDF, featuring Fresnel effect and an innovative tangent rotation parameterization. The solution is evaluated in various Augmented Reality case studies, where other features like shadowing and lens effects are also exploited.
本文提出了一种在增强现实应用中将合成物体逼真地渲染到动态真实场景的解决方案。为了实现这一目标,提出了一种基于图像的照明方法,该方法为场景中的每个虚拟对象在每一帧生成具有不同光泽度级别的环境地图。因此,即使在场景变化的情况下,也可以以一致的方式模拟虚拟对象的照明效果,例如颜色出血和高光反射。对球面谐波变换通道采用了统一采样方法。它独立于地图格式,不需要为每个样本应用不同的权重。开发的技术与扩展版的Lafortune空间BRDF相结合,具有菲涅耳效应和创新的切线旋转参数化。该解决方案在各种增强现实案例研究中进行了评估,其中也利用了阴影和镜头效果等其他功能。
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引用次数: 4
Simulation of Augmented Reality Systems in Purely Virtual Environments 增强现实系统在纯虚拟环境中的仿真
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811058
E. Ragan, Curtis Wilkes, D. Bowman, Tobias Höllerer
We propose the use of virtual environments to simulate augmented reality (AR) systems for the purposes of experimentation and usability evaluation. This method allows complete control in the AR environment, providing many advantages over testing with true AR systems. We also discuss some of the limitations to the simulation approach. We have demonstrated the use of such a simulation in a proof of concept experiment controlling the levels of registration error in the AR scenario. In this experiment, we used the simulation method to investigate the effects of registration error on task performance for a generic task involving precise motor control for AR object manipulation. Isolating jitter and latency errors, we provide empirical evidence of the relationship between accurate registration and task performance.
我们建议使用虚拟环境来模拟增强现实(AR)系统,以进行实验和可用性评估。这种方法允许在AR环境中进行完全控制,与使用真正的AR系统进行测试相比,提供了许多优势。我们还讨论了模拟方法的一些局限性。我们已经在一个概念验证实验中演示了这种模拟的使用,该实验控制了AR场景中的注册误差水平。在本实验中,我们使用仿真方法来研究配准误差对任务性能的影响,该任务涉及AR对象操作的精确电机控制。隔离抖动和延迟错误,我们提供准确配准和任务性能之间关系的经验证据。
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引用次数: 71
Efficient Large-Scale Sweep and Prune Methods with AABB Insertion and Removal 基于AABB插入和去除的高效大规模扫描和剪枝方法
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811022
Daniel J. Tracy, S. Buss, Bryan M. Woods
We introduce new features for the broad phase algorithm sweep and prune that increase scalability for large virtual reality environments and allow for efficient AABB insertion and removal to support dynamic object creation and destruction. We introduce a novel segmented interval list structure that allows AABB insertion and removal without requiring a full sort of the axes. This algorithm is well-suited to large environments in which many objects are not moving at once. We analyze and test implementations of sweep and prune that include subdivision, batch insertion and removal, and segmented interval lists. Our tests show these techniques provide higher performance than previous sweep and prune methods, and perform better than octrees in temporally coherent environments.
我们为宽相位算法扫描和修剪引入了新功能,增加了大型虚拟现实环境的可扩展性,并允许高效的AABB插入和移除,以支持动态对象创建和销毁。我们引入了一种新的分段区间表结构,允许插入和删除AABB而不需要完整的轴排序。该算法非常适合于许多物体不同时移动的大型环境。我们分析和测试了扫描和剪枝的实现,包括细分、批量插入和删除以及分段间隔列表。我们的测试表明,这些技术提供了比以前的扫描和修剪方法更高的性能,并且在时间相干环境中比八叉树性能更好。
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引用次数: 50
Explosion Diagrams in Augmented Reality 增强现实中的爆炸图
Pub Date : 2009-03-14 DOI: 10.1109/VR.2009.4811001
Denis Kalkofen, Markus Tatzgern, D. Schmalstieg
This article introduces explosion diagrams to Augmented Reality (AR) applications. It presents algorithms to seamlessly integrate an object's explosion diagram into a real world environment, including the AR rendering of relocated objects textured with live video and the restoration of visual information which are hidden behind relocated objects. It demonstrates several types of visualizations for convincing AR explosion diagrams and it discusses visualizations of exploded parts as well as visual links conveying their relocation direction. Furthermore, we show the integration of our rendering and visualization techniques in an AR framework, which is able to automatically compute a diagram's layout and an animation of its corresponding explosion.
本文向增强现实(AR)应用程序介绍了爆炸图。它提出了将物体的爆炸图无缝集成到现实世界环境中的算法,包括使用实时视频纹理的重新定位物体的AR渲染以及隐藏在重新定位物体后面的视觉信息的恢复。它演示了几种令人信服的AR爆炸图的可视化类型,并讨论了爆炸部件的可视化以及传达其重新定位方向的可视化链接。此外,我们在AR框架中展示了我们的渲染和可视化技术的集成,该框架能够自动计算图表的布局和相应爆炸的动画。
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引用次数: 42
期刊
2009 IEEE Virtual Reality Conference
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