现实皮肤:创造身临其境和触觉的虚拟环境

Lior Shapira, D. Freedman
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引用次数: 33

摘要

现实皮肤支持移动和大规模的虚拟现实体验,根据用户的环境动态生成。头戴式显示器(HMD)与深度摄像头相结合,用于扫描用户周围的环境:重建几何形状,推断楼层平面图,探测物体和障碍物。从这些元素中,我们产生了一个现实皮肤,一个3D环境,用宇宙飞船或地下隧道的走廊取代办公室或公寓的墙壁,用板条箱和电脑控制台取代椅子和桌子,沙发和床,真菌和摇摇晃晃的古代雕像。现实皮肤中墙壁、家具和物体的放置试图接近现实,这样用户就可以四处移动,并通过真实物体的触觉反馈触摸虚拟物体。每个可能的现实皮肤世界由对象、材料和自定义脚本组成。从用户周围的环境中获取线索,我们将这些构建模块结合在一起,创造了一个独特的环境,试图保留现实世界的几何和语义。我们将3D环境生成作为一个约束满足问题,并将其分为两部分:首先,我们使用马尔可夫链蒙特卡罗优化,在一个简单的2D多边形模型上,推断环境的布局(虚拟世界的结构)。然后,我们用各种物体和角色填充世界,试图满足几何(虚拟物体应该与环境中的物体对齐),语义(虚拟椅子与真实椅子对齐),物理(避免碰撞,保持稳定)和其他约束。我们为满足一元约束的每个对象找到一组离散的变换,结合成对和高阶约束,并使用基于半定松弛的最新技术进行全局优化。
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Reality Skins: Creating Immersive and Tactile Virtual Environments
Reality Skins enables mobile and large-scale virtual reality experiences, dynamically generated based on the user's environment. A head-mounted display (HMD) coupled with a depth camera is used to scan the user's surroundings: reconstruct geometry, infer floor plans, and detect objects and obstacles. From these elements we generate a Reality Skin, a 3D environment which replaces office or apartment walls with the corridors of a spaceship or underground tunnels, replacing chairs and desks, sofas and beds with crates and computer consoles, fungi and crumbling ancient statues. The placement of walls, furniture and objects in the Reality Skin attempts to approximate reality, such that the user can move around, and touch virtual objects with tactile feedback from real objects. Each possible reality skins world consists of objects, materials and custom scripts. Taking cues from the user's surroundings, we create a unique environment combining these building blocks, attempting to preserve the geometry and semantics of the real world.We tackle 3D environment generation as a constraint satisfaction problem, and break it into two parts: First, we use a Markov Chain Monte-Carlo optimization, over a simple 2D polygonal model, to infer the layout of the environment (the structure of the virtual world). Then, we populate the world with various objects and characters, attempting to satisfy geometric (virtual objects should align with objects in the environment), semantic (a virtual chair aligns with a real one), physical (avoid collisions, maintain stability) and other constraints. We find a discrete set of transformations for each object satisfying unary constraints, incorporate pairwise and higher-order constraints, and optimize globally using a very recent technique based on semidefinite relaxation.
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