Pub Date : 2023-05-12DOI: 10.1109/ICVR57957.2023.10169234
Pu Ren, Haiying Tao, Wei Ma, Yifan Han, Wanzhuo Cui, Yuan Li
Applications based on Virtual Reality (VR) and Augmented Reality (AR) techniques have become mature solutions for museum displays. However, existing applications in museums tend to focus more on the visual presentation effect rather than interactive functions that engage with audiences, thereby limiting the narrative presentation in museums. This paper presents a case study of the display of the Small Wild Goose Pagoda, introducing a virtual exhibition method based on natural gesture interaction. By combining 3D scanning data and literature research, we realized the virtual restoration of the historical appearance of the Small Wild Goose Pagoda, providing rich content for the narrative exhibition. Utilizing the Leap Motion controller and the VR headset, we developed an interactive displaying system for the exhibition. The experimental application results demonstrate that our method can effectively improve the narrative values and the richness of the museum exhibition.
{"title":"Application of Natural Interaction in Narrative Presentation in Museum Exhibition","authors":"Pu Ren, Haiying Tao, Wei Ma, Yifan Han, Wanzhuo Cui, Yuan Li","doi":"10.1109/ICVR57957.2023.10169234","DOIUrl":"https://doi.org/10.1109/ICVR57957.2023.10169234","url":null,"abstract":"Applications based on Virtual Reality (VR) and Augmented Reality (AR) techniques have become mature solutions for museum displays. However, existing applications in museums tend to focus more on the visual presentation effect rather than interactive functions that engage with audiences, thereby limiting the narrative presentation in museums. This paper presents a case study of the display of the Small Wild Goose Pagoda, introducing a virtual exhibition method based on natural gesture interaction. By combining 3D scanning data and literature research, we realized the virtual restoration of the historical appearance of the Small Wild Goose Pagoda, providing rich content for the narrative exhibition. Utilizing the Leap Motion controller and the VR headset, we developed an interactive displaying system for the exhibition. The experimental application results demonstrate that our method can effectively improve the narrative values and the richness of the museum exhibition.","PeriodicalId":439483,"journal":{"name":"2023 9th International Conference on Virtual Reality (ICVR)","volume":"240 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116496897","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}
Pub Date : 2023-05-12DOI: 10.1109/ICVR57957.2023.10169609
Wanwan Li
This paper proposes SurfChessVR, a novel gaming interface that deploys chess games on parametric surfaces in Virtual Reality (VR). Unlike traditional chess in VR where all chessmen are placed on a plane chessboard, our approach automatically places chessmen on arbitrary parametric surfaces such as spheres, torus, cones, etc. More specifically, given a mathematical equation that describes a parametric surface as input, our approach automatically generates the chessboard in the shape of that parametric surface and places the chessmen on that surface at different squares with corresponding orientations that align with the surface’s normal directions. In order to deliver players with immersive gaming experiences of playing chess on a parametric surface, we implemented a game AI algorithm called the Min-Max algorithm that enables the computer to game against the player in VR. Experiment results and user studies validate the effectiveness and correctness of our approach.
{"title":"SurfChessVR: Deploying Chess Game on Parametric Surface in Virtual Reality","authors":"Wanwan Li","doi":"10.1109/ICVR57957.2023.10169609","DOIUrl":"https://doi.org/10.1109/ICVR57957.2023.10169609","url":null,"abstract":"This paper proposes SurfChessVR, a novel gaming interface that deploys chess games on parametric surfaces in Virtual Reality (VR). Unlike traditional chess in VR where all chessmen are placed on a plane chessboard, our approach automatically places chessmen on arbitrary parametric surfaces such as spheres, torus, cones, etc. More specifically, given a mathematical equation that describes a parametric surface as input, our approach automatically generates the chessboard in the shape of that parametric surface and places the chessmen on that surface at different squares with corresponding orientations that align with the surface’s normal directions. In order to deliver players with immersive gaming experiences of playing chess on a parametric surface, we implemented a game AI algorithm called the Min-Max algorithm that enables the computer to game against the player in VR. Experiment results and user studies validate the effectiveness and correctness of our approach.","PeriodicalId":439483,"journal":{"name":"2023 9th International Conference on Virtual Reality (ICVR)","volume":"40 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120858009","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}
Video games have been recognized as one of the most engaging forms of entertainment today, and are making a major contribution to the digital future. This research aims to combine the gaming elements of game design and virtual reality technology, and promote cultural heritage education through an engaging and fun experience, especially in a young population. Firstly, we summarized game mechanics and elements used for cultural heritage education through game product analysis and literature review. Secondly, we developed a virtual reality game for cultural heritage education that reproduced the voyage of “Gotheborg” to Canton, including game mechanic, game story, aesthetic expression and game technology. Finally, a pilot test was conducted to validate the effectiveness of our game developed. Our study contributes interdisciplinary research by bringing together currently distinct approaches from virtual reality technology, game design, cultural heritage, and education. It will bring new technology to impact on the digital media, cultural heritage education, and service industries.
{"title":"Development of a Virtual Reality Game for Cultural Heritage Education: The Voyage of “Gotheborg”","authors":"Guangyi Chen, Xintong Xie, Zaifeng Yang, Renren Deng, Kailin Huang, Chaoguang Wang","doi":"10.1109/ICVR57957.2023.10169671","DOIUrl":"https://doi.org/10.1109/ICVR57957.2023.10169671","url":null,"abstract":"Video games have been recognized as one of the most engaging forms of entertainment today, and are making a major contribution to the digital future. This research aims to combine the gaming elements of game design and virtual reality technology, and promote cultural heritage education through an engaging and fun experience, especially in a young population. Firstly, we summarized game mechanics and elements used for cultural heritage education through game product analysis and literature review. Secondly, we developed a virtual reality game for cultural heritage education that reproduced the voyage of “Gotheborg” to Canton, including game mechanic, game story, aesthetic expression and game technology. Finally, a pilot test was conducted to validate the effectiveness of our game developed. Our study contributes interdisciplinary research by bringing together currently distinct approaches from virtual reality technology, game design, cultural heritage, and education. It will bring new technology to impact on the digital media, cultural heritage education, and service industries.","PeriodicalId":439483,"journal":{"name":"2023 9th International Conference on Virtual Reality (ICVR)","volume":"325 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133434958","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}
Pub Date : 2023-05-12DOI: 10.1109/ICVR57957.2023.10169358
Hui-Wen Huang, Yan Li, Siqi Cai
This article explores the benefits and challenges of using 360 VR videos as a teaching tool in psychology courses. The technology-enhanced learning approach can be effectively incorporated into the classroom, and have a positive impact on student engagement, motivation, and learning outcomes. We also discuss the challenges and limitations associated with the use of 360 VR videos, including the need for specialized equipment, technical issues, and potential distractions. Furthermore, we suggest that 360 VR videos have the potential to transform teaching and learning in psychology courses and beyond, providing a dynamic and interactive learning environment. Finally, we also give practical suggestions for assessing student learning using this technology.
{"title":"Best Practices for Integrating 360 VR Videos into Psychology Teaching","authors":"Hui-Wen Huang, Yan Li, Siqi Cai","doi":"10.1109/ICVR57957.2023.10169358","DOIUrl":"https://doi.org/10.1109/ICVR57957.2023.10169358","url":null,"abstract":"This article explores the benefits and challenges of using 360 VR videos as a teaching tool in psychology courses. The technology-enhanced learning approach can be effectively incorporated into the classroom, and have a positive impact on student engagement, motivation, and learning outcomes. We also discuss the challenges and limitations associated with the use of 360 VR videos, including the need for specialized equipment, technical issues, and potential distractions. Furthermore, we suggest that 360 VR videos have the potential to transform teaching and learning in psychology courses and beyond, providing a dynamic and interactive learning environment. Finally, we also give practical suggestions for assessing student learning using this technology.","PeriodicalId":439483,"journal":{"name":"2023 9th International Conference on Virtual Reality (ICVR)","volume":"186 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133036754","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}
Pub Date : 2023-05-12DOI: 10.1109/ICVR57957.2023.10169717
Yi-Lei Jin, En-Chen Chen, Tsai-Yen Li
With the rapid development of society and information technology, people’s stress is rising following the cost of our daily life. The accumulation of stress can indirectly induce negative emotions, which may affect mental and physical health. As a result, it becomes an important issue to learn how to relieve stress. Many studies have confirmed that the natural environment can relieve both physical and psychological stresses. As Virtual Reality (VR) technologies become mature, it becomes more viable to design a virtual natural scene whose degree of realism is not much different from the real world. A few previous studies have attempted to use VR to relieve stress. However, few of them focused on how the ways of interactions may affect the healing results. Therefore, in this study, we aim to investigate the effect of different interaction styles in virtual reality environments on the effectiveness of healing and to provide new ideas for future healing approaches. We have designed an experiment to study the effects of interactions. Thirty volunteers were invited to participate in the study and were randomly assigned to one of the three conditions: without interaction, with handle interaction, and with gesture interaction. During the experiment of about 20 minutes, we measured the participant’s heart rate and heart rate variability (HRV) and used the Profile of Mood States (POMS) scale to assess their emotions before and after the experiment. The results showed that the heart rate and HRV had a significant decrease between the work stress phase and the immersive VR phase in all three groups. In addition, the gesture interaction group has a significantly better stress relief effect than the handle interaction group. For the emotion assessment, the results of the POMS scale showed a significant increase in the vitality profile of the three groups, and the gesture interaction group had the highest scores. The negative index mood scores of the three groups decreased significantly, and there were significant differences between the tension, confusion, and fatigue components of the three groups. In summary, the gesture interaction group with high immersion made the best effect on stress relief.
{"title":"Study of Different Interaction Methods on the Healing Effect of Natural Environment in Virtual Reality","authors":"Yi-Lei Jin, En-Chen Chen, Tsai-Yen Li","doi":"10.1109/ICVR57957.2023.10169717","DOIUrl":"https://doi.org/10.1109/ICVR57957.2023.10169717","url":null,"abstract":"With the rapid development of society and information technology, people’s stress is rising following the cost of our daily life. The accumulation of stress can indirectly induce negative emotions, which may affect mental and physical health. As a result, it becomes an important issue to learn how to relieve stress. Many studies have confirmed that the natural environment can relieve both physical and psychological stresses. As Virtual Reality (VR) technologies become mature, it becomes more viable to design a virtual natural scene whose degree of realism is not much different from the real world. A few previous studies have attempted to use VR to relieve stress. However, few of them focused on how the ways of interactions may affect the healing results. Therefore, in this study, we aim to investigate the effect of different interaction styles in virtual reality environments on the effectiveness of healing and to provide new ideas for future healing approaches. We have designed an experiment to study the effects of interactions. Thirty volunteers were invited to participate in the study and were randomly assigned to one of the three conditions: without interaction, with handle interaction, and with gesture interaction. During the experiment of about 20 minutes, we measured the participant’s heart rate and heart rate variability (HRV) and used the Profile of Mood States (POMS) scale to assess their emotions before and after the experiment. The results showed that the heart rate and HRV had a significant decrease between the work stress phase and the immersive VR phase in all three groups. In addition, the gesture interaction group has a significantly better stress relief effect than the handle interaction group. For the emotion assessment, the results of the POMS scale showed a significant increase in the vitality profile of the three groups, and the gesture interaction group had the highest scores. The negative index mood scores of the three groups decreased significantly, and there were significant differences between the tension, confusion, and fatigue components of the three groups. In summary, the gesture interaction group with high immersion made the best effect on stress relief.","PeriodicalId":439483,"journal":{"name":"2023 9th International Conference on Virtual Reality (ICVR)","volume":"53 16","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131874761","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}
Pub Date : 2023-05-12DOI: 10.1109/ICVR57957.2023.10169518
Tang Xuan, Yin Guojun
To explore innovative new strategies for the development of the cultural tourism industry in the era of rapid development of virtual reality technology. By analyzing the current situation of the cultural tourism industry and interpreting the digitalization of Xiangyu culture in Suqian, to further study the development ideas of the cultural tourism industry in the digital era, and to explore the technical composition and cultural benefits of digital cultural tourism. In terms of technology composition, digital cultural tourism includes the media performance subsystem, information acquisition subsystem, message transmission subsystem, and IP multimedia subsystem. In terms of cultural benefits, it is concluded that digital cultural tourism is not only a better way to innovatively inherit and develop excellent traditional culture and expand cultural tourism art to off-world art, but also to expand the direction of virtual technology application and application experience.
{"title":"Virtual Reality Technology Empowers Digital Cultural Tourism Research and Practice of Grand Canal Cultural Heritage — Take Suqian Xianwang Culture as an Example","authors":"Tang Xuan, Yin Guojun","doi":"10.1109/ICVR57957.2023.10169518","DOIUrl":"https://doi.org/10.1109/ICVR57957.2023.10169518","url":null,"abstract":"To explore innovative new strategies for the development of the cultural tourism industry in the era of rapid development of virtual reality technology. By analyzing the current situation of the cultural tourism industry and interpreting the digitalization of Xiangyu culture in Suqian, to further study the development ideas of the cultural tourism industry in the digital era, and to explore the technical composition and cultural benefits of digital cultural tourism. In terms of technology composition, digital cultural tourism includes the media performance subsystem, information acquisition subsystem, message transmission subsystem, and IP multimedia subsystem. In terms of cultural benefits, it is concluded that digital cultural tourism is not only a better way to innovatively inherit and develop excellent traditional culture and expand cultural tourism art to off-world art, but also to expand the direction of virtual technology application and application experience.","PeriodicalId":439483,"journal":{"name":"2023 9th International Conference on Virtual Reality (ICVR)","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134208974","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}
Pub Date : 2023-05-12DOI: 10.1109/ICVR57957.2023.10169420
Lucas Siqueira Rodrigues, Felix Riehm, S. Zachow, J. H. Israel
Manual processing of tomographic data volumes, such as interactive image segmentation in medicine or paleontology, is considered a time-consuming and cumbersome endeavor. Immersive volume sculpting stands as a potential solution to improve its efficiency and intuitiveness. However, current open-source software solutions do not yield the required performance and functionalities. We address this issue by contributing a novel open-source game engine voxel library that supports real-time immersive volume sculpting. Our design leverages GPU instancing, parallel computing, and a chunk-based data structure to optimize collision detection and rendering. We have implemented features that enable fast voxel interaction and improve precision. Our benchmark evaluation indicates that our implementation offers a significant improvement over the state-of-the-art and can render and modify millions of visible voxels while maintaining stable performance for real-time interaction in virtual reality.
{"title":"VoxSculpt: An Open-Source Voxel Library for Tomographic Volume Sculpting in Virtual Reality","authors":"Lucas Siqueira Rodrigues, Felix Riehm, S. Zachow, J. H. Israel","doi":"10.1109/ICVR57957.2023.10169420","DOIUrl":"https://doi.org/10.1109/ICVR57957.2023.10169420","url":null,"abstract":"Manual processing of tomographic data volumes, such as interactive image segmentation in medicine or paleontology, is considered a time-consuming and cumbersome endeavor. Immersive volume sculpting stands as a potential solution to improve its efficiency and intuitiveness. However, current open-source software solutions do not yield the required performance and functionalities. We address this issue by contributing a novel open-source game engine voxel library that supports real-time immersive volume sculpting. Our design leverages GPU instancing, parallel computing, and a chunk-based data structure to optimize collision detection and rendering. We have implemented features that enable fast voxel interaction and improve precision. Our benchmark evaluation indicates that our implementation offers a significant improvement over the state-of-the-art and can render and modify millions of visible voxels while maintaining stable performance for real-time interaction in virtual reality.","PeriodicalId":439483,"journal":{"name":"2023 9th International Conference on Virtual Reality (ICVR)","volume":"88 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125171242","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}
Pub Date : 2023-05-12DOI: 10.1109/ICVR57957.2023.10169222
Yuting Cheng, Mengjie Huang, Wenxin Sun
With the development of virtual reality (VR) technology, the way of visual transformation of Chinese painting has been broadened in a multi-dimensional view. Digital communication of traditional Chinese paintings is essential for preserving cultural heritage, especially the broad category of line drawings in Chinese paintings. The digital transformation of traditional paintings includes the development from 2D to 3D content. It is also thought-provoking how the lines, brushwork, and composition of line drawings can be better represented in VR. Through the re-creation of the illustrations of “Soushen Ji” (a work on gods, immortals, and ghosts collected and written in the Jin Dynasty of China), we propose methods to convert 2D line drawings into 3D immersive artworks in VR, which can contribute to the field by providing a practical reference for making more excellent line drawings in traditional Chinese paintings “come to life” in the new era.
{"title":"VR-Based Line Drawing Methods in Chinese Painting","authors":"Yuting Cheng, Mengjie Huang, Wenxin Sun","doi":"10.1109/ICVR57957.2023.10169222","DOIUrl":"https://doi.org/10.1109/ICVR57957.2023.10169222","url":null,"abstract":"With the development of virtual reality (VR) technology, the way of visual transformation of Chinese painting has been broadened in a multi-dimensional view. Digital communication of traditional Chinese paintings is essential for preserving cultural heritage, especially the broad category of line drawings in Chinese paintings. The digital transformation of traditional paintings includes the development from 2D to 3D content. It is also thought-provoking how the lines, brushwork, and composition of line drawings can be better represented in VR. Through the re-creation of the illustrations of “Soushen Ji” (a work on gods, immortals, and ghosts collected and written in the Jin Dynasty of China), we propose methods to convert 2D line drawings into 3D immersive artworks in VR, which can contribute to the field by providing a practical reference for making more excellent line drawings in traditional Chinese paintings “come to life” in the new era.","PeriodicalId":439483,"journal":{"name":"2023 9th International Conference on Virtual Reality (ICVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125869494","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}
Pub Date : 2023-05-12DOI: 10.1109/ICVR57957.2023.10169265
Yanhui Jia, Wanshu Fan, D. Zhou, Qiang Zhang
3D human pose estimation is an important premise for human behavior analysis and understanding, which has a wide range of applications in intelligent transportation, human-computer interaction, and animation production. Most existing works focus on extracting the feature relationship between frames by combining spatio-temporal information to reduce the error of attitude reconstruction. However, the majority of them often suffer from insufficient joint correlation characteristics. To address this problem, we propose a Graph Expand Spatiotemporal Convolutional Network, named GESC-Net, to improve the limitation of extracting human spatial structure features. To better enrich the feature of extracting local information, we develop a learnable symmetric connection (LSC) block in the spatial structure. Moreover, a CbAttantion block is also designed to obtain a larger view of the acquisition of global structure and get more effective features. We evaluate our approach on two standard benchmark datasets: Human3.6M and HumanEva-I. The quantitative and qualitative evaluation results demonstrate that the GESC-Net can achieve better 3D human posture estimation than existing state-of-the-art methods.
{"title":"3D Human Pose Estimation via Graph Extended Spatio-Temporal Convolutional Network","authors":"Yanhui Jia, Wanshu Fan, D. Zhou, Qiang Zhang","doi":"10.1109/ICVR57957.2023.10169265","DOIUrl":"https://doi.org/10.1109/ICVR57957.2023.10169265","url":null,"abstract":"3D human pose estimation is an important premise for human behavior analysis and understanding, which has a wide range of applications in intelligent transportation, human-computer interaction, and animation production. Most existing works focus on extracting the feature relationship between frames by combining spatio-temporal information to reduce the error of attitude reconstruction. However, the majority of them often suffer from insufficient joint correlation characteristics. To address this problem, we propose a Graph Expand Spatiotemporal Convolutional Network, named GESC-Net, to improve the limitation of extracting human spatial structure features. To better enrich the feature of extracting local information, we develop a learnable symmetric connection (LSC) block in the spatial structure. Moreover, a CbAttantion block is also designed to obtain a larger view of the acquisition of global structure and get more effective features. We evaluate our approach on two standard benchmark datasets: Human3.6M and HumanEva-I. The quantitative and qualitative evaluation results demonstrate that the GESC-Net can achieve better 3D human posture estimation than existing state-of-the-art methods.","PeriodicalId":439483,"journal":{"name":"2023 9th International Conference on Virtual Reality (ICVR)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128027045","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}
Pub Date : 2023-05-12DOI: 10.1109/ICVR57957.2023.10169607
Ge Guo, Lianghua He
In 3D reconstruction, appearance is always overlooked compared to geometry and motion. The existing methods prefer texture-based shading, where the reconstructed appearance cannot perform re-lighting, thus weakens the authenticity, aesthetic and availability. Although excellent attempts were made in some works at lighting model-based shading in 3D reconstruction, still they fall short of differentiated rendering of materials. In this paper, we propose a method that can make an artistic effect on the recovery of illumination properties in 3D reconstruction from a single RGB-D image. Our method builds adaptive lighting models for different surfaces, which are used in re-lighting and recovering surface properties. We start with the establishment of coordinate system conversion tables for rapidly matching surface parameters and location. Then, a projection-based triangulation method is developed to generate polygonal mesh. After that, we propose a physically based lighting model with few variable parameters to recover surface illumination properties, in order to accurately describe the reflection of light from different materials. Furthermore, we develop an adaptive algorithm for generating parameters. Since the algorithm is based on the surface consistency of albedo over channels and training-less also, it is applicable to a surface of any shape and material, and the physically based lighting model brings a more vivid re-lighting. The obtained experimental results demonstrate that our method could achieve an excellent reconstructed appearance in both artistic view and verisimilitude.
{"title":"Adaptive Lighting Modeling in 3D Reconstruction with Illumination Properties Recovery","authors":"Ge Guo, Lianghua He","doi":"10.1109/ICVR57957.2023.10169607","DOIUrl":"https://doi.org/10.1109/ICVR57957.2023.10169607","url":null,"abstract":"In 3D reconstruction, appearance is always overlooked compared to geometry and motion. The existing methods prefer texture-based shading, where the reconstructed appearance cannot perform re-lighting, thus weakens the authenticity, aesthetic and availability. Although excellent attempts were made in some works at lighting model-based shading in 3D reconstruction, still they fall short of differentiated rendering of materials. In this paper, we propose a method that can make an artistic effect on the recovery of illumination properties in 3D reconstruction from a single RGB-D image. Our method builds adaptive lighting models for different surfaces, which are used in re-lighting and recovering surface properties. We start with the establishment of coordinate system conversion tables for rapidly matching surface parameters and location. Then, a projection-based triangulation method is developed to generate polygonal mesh. After that, we propose a physically based lighting model with few variable parameters to recover surface illumination properties, in order to accurately describe the reflection of light from different materials. Furthermore, we develop an adaptive algorithm for generating parameters. Since the algorithm is based on the surface consistency of albedo over channels and training-less also, it is applicable to a surface of any shape and material, and the physically based lighting model brings a more vivid re-lighting. The obtained experimental results demonstrate that our method could achieve an excellent reconstructed appearance in both artistic view and verisimilitude.","PeriodicalId":439483,"journal":{"name":"2023 9th International Conference on Virtual Reality (ICVR)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120938131","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}