The paper deals with the issue of autonomous navigation for the movement of a robot in a tube. The solution is to determine the center of a given conic section using three operations in the Geometric Algebra for Conic...
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ISBN:
(纸本)9783031312670;9783031312687
The paper deals with the issue of autonomous navigation for the movement of a robot in a tube. The solution is to determine the center of a given conic section using three operations in the Geometric Algebra for Conic Sections (GAC). The article describes an engine that renders given conic sections through basic operations in the GAC. At the end of the work, an algorithm is described that calculates the axis of the tube based on the points that are located in the space from the image, where we place the center of the ellipse obtained by the image filter and fitting algorithm.
Visual coherence between real and virtual objects is important in mixed reality (MR), and illumination consistency is one of the key aspects to achieve coherence. Apart from matching the illumination of the virtual ob...
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ISBN:
(纸本)9798350348156
Visual coherence between real and virtual objects is important in mixed reality (MR), and illumination consistency is one of the key aspects to achieve coherence. Apart from matching the illumination of the virtual objects with the real environments, the change of illumination on the real scenes produced by the inserted virtual objects should also be considered but is difficult to compute in real-time due to the heavy computation demands of global illumination. In this work, we propose delta path tracing (DPT), which only computes the radiance blocked by the virtual objects from the light sources at the primary hit points of Monte Carlo path tracing, then combines the blocked radiance and multi-bounce indirect illumination with the image of the real scene. Multiple importance sampling (MIS) between BRDF and environment map is performed to handle all-frequency environment maps captured by a panorama camera. Compared to conventional differential rendering methods, our method can remarkably reduce the number of times required to access the environment map and avoid rendering scenes twice. Therefore, the performance can be significantly improved. We implement our method using hardware-accelerated ray tracing on modern GPUs, and the results demonstrate that our method can render global illumination at realtime frame rates and produce plausible visual coherence between real and virtual objects in MR environments.
Online 6-DoF view touring has become increasingly popular due to hardware advances and the recent pandemic. One way for content creators to support many 6-DoF clients is by transmitting 3D content to them, which leads...
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ISBN:
(纸本)9798400701085
Online 6-DoF view touring has become increasingly popular due to hardware advances and the recent pandemic. One way for content creators to support many 6-DoF clients is by transmitting 3D content to them, which leads to content leakage. Another way for content creators is to render and stream novel views for 6-DoF clients, which incurs staggering computational and networking workloads. In this paper, we develop a blind streaming system that leverages cloud service providers between content creators and 6-DoF clients. Our system has two core design objectives: (i) to generate high-quality novel views for 6-DoF clients without retrieving 3D content from content creators, (ii) to support many 6-DoF clients without overloading the content creators. We achieve these two goals in the following steps. First, we design a source view request/response interface between cloud service providers and content creators for efficient communications. Second, we design novel view optimization algorithms for cloud service providers to intelligently select the minimal set of source views while considering the workload of content creators. Third, we employ scalable client-side view synthesis for 6-DoF clients with heterogeneous device capabilities and personalized 6-DoF client poses and preferences. Our evaluation results demonstrate the merits of our solution, compared to the state-of-the-arts, our system: (i) improves synthesized novel views by 2.27 dB in PSNR and 12 in VMAF on average and (ii) reduces the bandwidth consumption by 94% on average. In fact, our solution approaches the performance of an unrealistic optimal solution with unlimited source views, achieving performance gaps as small as 0.75 dB in PSNR and 3.8 in VMAF.
In our lives, we encounter various stressors that may cause negative mental and bodily reactions to make us feel frustrated, angry, or irritated. Effective methods to manage or reduce stress and anxiety are essential ...
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ISBN:
(纸本)9798350328387
In our lives, we encounter various stressors that may cause negative mental and bodily reactions to make us feel frustrated, angry, or irritated. Effective methods to manage or reduce stress and anxiety are essential for a healthy life, and several stress-management approaches are found to be useful for stress relief, such as meditation, taking a rest, walking around nature, or even breaking things in a smash room. Previous research has revealed that certain experiences in virtual reality (VR) are effective for reducing stress as traditional real-world methods. However, it is still unclear how the stress relief effects are associated with other factors like individual user profile in terms of different treatment activities. In this paper, we report our findings from a formal user study that investigates the effects of two virtual activities: (1) VR Meditation and (2) VR Smash Room experience, compared with a traditional Sitting-in-Silence method. Our results show that VR Meditation has a better stress relief effect compared to VR Smash Room and Sitting-in-Silence, and the effects of the treatments are correlated with the participants' personalities. We discuss the findings and implications addressing potential benefits/impacts of different stress-relief activities in VR.
Visual distortion, known as metamorphopsia, is a serious visual deficit with no effective clinical treatment and which cannot be corrected by traditional optical glasses. In this paper, we introduce a toolkit of appro...
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ISBN:
(纸本)9798400702204
Visual distortion, known as metamorphopsia, is a serious visual deficit with no effective clinical treatment and which cannot be corrected by traditional optical glasses. In this paper, we introduce a toolkit of approaches for digitally mapping and correcting visual distortion, that might eventually be incorporated in a low vision aid VR headset. We describe three different approaches spanning data-driven and generative designs and leveraging either uniocular or binocular cues. We present our proposed demonstrator, our evaluation roadmap, and challenges for the field. Initial tests with simulated data demonstrate the effectiveness of the approach. Once clinically validated, we hope these approaches will enable accurate mapping of visual distortion and eventually lead to the development of 'digital glasses' capable of correcting the effects of metamorphopsia and restoring healthy vision.
The importance of preservation, accessibility and dissemination of Cultural Heritage is universally acknowledged, and the latest technological advancements in visualisation technologies such as Virtual Reality, and Se...
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ISBN:
(数字)9783031434044
ISBN:
(纸本)9783031434037;9783031434044
The importance of preservation, accessibility and dissemination of Cultural Heritage is universally acknowledged, and the latest technological advancements in visualisation technologies such as Virtual Reality, and Serious VR Games in particular, have been increasingly utilised for innovation and application to support these efforts with great success. This paper presents the development and evaluation of a VR environment focusing on disseminating information on the Byzantine art of Panagia Aggeloktisti church in Cyprus, through an immersive learning scenario requiring users to complete challenges to progress while learning important historical information about the church. The paper presents information on the VR environment development, providing details on the process of capturing, processing and digitising in 3D models the exterior and several artefacts of the church. Two versions of the environment have been developed, featuring Gamified and non-Gamified components. The study presented in this paper compares and evaluates these versions through analysing users perceptions towards usability/playability, enjoyment and visual aesthetics of the environment. A comparative experimental study was conducted and the results revealed that the users' experience was positively perceived regardless of interacting with the gamified elements of the environment or not during their VR experience. The results suggest that the VR environment was perceived usable/playable, enjoyable and with appealing graphics, and is at a stage to be used for public access and further experimentation. The paper also highlights the need for developing and extensively evaluating the efficacy of VR environments to provide immersive, engaging and enjoyable gamified and gaming experiences to embrace cultural heritage.
Stress, anxiety, and depression negatively affect productivity and the global economy with an estimated annual cost of $1 trillion U.S. dollars, according to the World Health Organization. Moreover, prolonged daily st...
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ISBN:
(纸本)9798350328387
Stress, anxiety, and depression negatively affect productivity and the global economy with an estimated annual cost of $1 trillion U.S. dollars, according to the World Health Organization. Moreover, prolonged daily stress-even if minor-can lead to severe health consequences, including cancer and various mental disorders. Virtual reality (VR) has been shown to be a promising tool for relieving daily stressors given its accessibility and its projected availability as compared to visiting with mental health professionals. Prior work in this area has mostly focused on the restorative effects of nature simulations, demonstrating that passively experiencing immersive nature scenes improves positive affect. However, aside from providing opportunities for exercise, little is known about how active VR engagement can improve one's mental health. To address this research gap, this paper presents a new, active form of VR therapy and assesses its effectiveness as compared to passive VR experiences. We developed VR Drawing-inspired by art therapy, which promotes positive emotions through artistic creation-and VR Throwing-inspired by "rage rooms", which allow people to release negative emotions via intentional destruction. In a between-participants study (n = 64), we found that both VR Drawing and VR Throwing significantly reduced participants' stress levels and increased positive affect when compared to passively watching nature scenes in VR. Linear regression models suggest that the total number of user interactions positively affects improvement in positive emotions for VR Drawing, but has a negative impact on positive emotions for VR Throwing. This study provides empirical evidence of how active VR experiences may reduce stress and offers guidelines for creating future VR applications to promote psychological well-being.
We discuss the existing facilities at the Design Computing and Extended Reality (DCXR) Lab at George Mason University, which comprise mostly commercial off-the -shelf computing and extended reality devices, for conduc...
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ISBN:
(纸本)9798350348392
We discuss the existing facilities at the Design Computing and Extended Reality (DCXR) Lab at George Mason University, which comprise mostly commercial off-the -shelf computing and extended reality devices, for conducting research on virtual reality -based training, We also share thoughts on extending the facilities for conducting more sophisticated virtual reality (VR) training research in the future, which features more advanced functionali ties such as remote VR training, adaptive training, and co-training in VR. In particular, we discuss a remote VR training platform to be established between George Mason University and Purdue University.
A basic experiment in probability theory is drawing without replacement from an urn filled with multiple balls of different colours. Clearly, it is physically impossible to overdraw, that is, to draw more balls from t...
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A basic experiment in probability theory is drawing without replacement from an urn filled with multiple balls of different colours. Clearly, it is physically impossible to overdraw, that is, to draw more balls from the urn than it contains. This paper demonstrates that overdrawing does make sense mathematically, once we allow signed distributions with negative probabilities. A new (conservative) extension of the familiar hypergeometric ('draw-and-delete') distribution is introduced that allows draws of arbitrary sizes, including overdraws. The underlying theory makes use of the dual basis functions of the Bernstein polynomials, which play a prominent role in computer graphics. Negative probabilities are treated systematically in the framework of categorical probability and the central role of datastructures such as multisets and monads is emphasised.
A single panel of a comic book can say a lot: it can depict not only where the characters currently are, but also their motions, their motivations, their emotions, and what they might do next. More generally, humans r...
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ISBN:
(纸本)9781713899921
A single panel of a comic book can say a lot: it can depict not only where the characters currently are, but also their motions, their motivations, their emotions, and what they might do next. More generally, humans routinely infer complex sequences of past and future events from a static snapshot of a dynamic scene, even in situations they have never seen before. In this paper, we model how humans make such rapid and flexible inferences. Building on a long line of work in cognitive science, we offer a Monte Carlo algorithm whose inferences correlate well with human intuitions in a wide variety of domains, while only using a small, cognitively-plausible number of samples. Our key technical insight is a surprising connection between our inference problem and Monte Carlo path tracing, which allows us to apply decades of ideas from the computer graphics community to this seemingly-unrelated theory of mind task.
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