基于AR的三维远程会议的角色运动适应

Dongsik Jo, Ki-Hong Kim, G. Kim
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引用次数: 8

摘要

随着廉价的深度传感器和更可行的人体跟踪方法的出现,传统的2D远程会议系统正在演变为基于AR和3D传送的远程会议系统。传统的远程会议系统只提供平面的2D上半身图像和固定的视点(以及不一致的凝视方向),相比之下,具有3D传送化身的AR远程会议将更加自然和真实,并且可以提供增强的沉浸式通信体验。本文提出了一种基于AR的三维远程会议原型,并提出了一种方法,使远程传送的虚拟人物的运动适应另一个站点的物理配置。由于两个地点之间的物理环境存在差异,因此需要进行调整,其中人类控制器在一个地点进行交互(例如坐在矮椅子上),而虚拟角色在另一个地点显示(例如在高椅子上增强)。这种自适应技术是基于在虚拟角色及其交互对象之间保留特定的空间属性。用户/角色的重要关节位置与环境交互对象上精心选择的点之间的空间关系是预先建立的。然后,考虑到“改变”的环境对象,并通过尽可能多地保留空间关系,实时修改用户传输到另一个站点的运动。我们已经开发了一个测试原型来演示我们的方法,使用基于kinect的人体跟踪和视频透明头戴式显示器。
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Avatar motion adaptation for AR based 3D tele-conference
With the advent of inexpensive depth sensors and more viable methods for human tracking, traditional 2D tele-conference systems are evolving into one that is AR and 3D teleportation based. Compared to the traditional tele-conference systems which offer only flat 2D upper body imageries and mostly a fixed view point (and inconsistent gaze directions), an AR tele-conference with 3D teleported avatars would be more natural and realistic, and can give an enhanced and immersive communication experience. This paper presents an AR based 3D tele-conference prototype with a method to adapt the motion of the teleported avatar to the physical configuration of the other site. The adaptation is needed due to the differences in the physical environments between two sites where the human controller is interacting at one (e.g. sitting on a low chair) and the avatar is being displayed at the other (e.g. augmented on a high chair). The adaptation technique is based on preserving a particular spatial property among the avatar and its interaction objects between the two sites. The spatial relationship is pre-established between the important joint positions of the user/avatar and carefully selected points on the environment interaction objects. The motions of the user transmitted to the other site are then modified in real time considering the “changed” environment object and by preserving the spatial relationship as much as possible. We have developed a test prototype to demonstrate our approach using the Kinect-based human tracking and a video see-through head-mounted display.
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