Obtaining accurate omnidirectional environment lighting for high quality rendering in mobile augmented reality is challenging due to the practical limitation of mobile devices and the inherent spatial variance of ligh...
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ISBN:
(纸本)9781665484022
Obtaining accurate omnidirectional environment lighting for high quality rendering in mobile augmented reality is challenging due to the practical limitation of mobile devices and the inherent spatial variance of lighting. In this paper, we present a novel adaptive environment lighting reconstruction method called FUSEDAR, which is designed from the outset to consider mobile characteristics, e.g., by exploiting mobile user natural behaviors of pointing the camera sensors perpendicular to the observation-rendering direction. Our initial evaluation shows that FUSEDAR achieves better rendering effects compared to using a recent deep learning-based AR lighting estimation system [8] and environment lighting captured by 360 degrees cameras.
Widespread mobile AR implementation still suffers from the unique adaption for different mobile platforms. Enabling AR experience on the cross-platform web is a potential alternative and provides unified implementatio...
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ISBN:
(纸本)9781665484022
Widespread mobile AR implementation still suffers from the unique adaption for different mobile platforms. Enabling AR experience on the cross-platform web is a potential alternative and provides unified implementation. We reveal a lightweight VIO implementation on the web without any visual marker or cumbersome frameworks for AR services. The contributions include 1) designing a novel VIO architecture to balance the user experience and the efficiency;2) optimizing a single-thread VIO algorithm to avoid the sophisticated multi-threading management and enhancing compatibility;3) improving the dirty noise of IMU and developing efficient numerical libraries like SuiteSparse for the massive computation afford.
Ray tracing can generate photorealistic images with more convincing visual effects compared to rasterization. Recent hardware advances have enabled ray tracing to be applied in real-time. Current GPUs feature a dedica...
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ISBN:
(数字)9781665462723
ISBN:
(纸本)9781665462723
Ray tracing can generate photorealistic images with more convincing visual effects compared to rasterization. Recent hardware advances have enabled ray tracing to be applied in real-time. Current GPUs feature a dedicated ray tracing acceleration unit, and game developers have started to make use of ray tracing APIs to bring more realistic graphics to their players. Industry cooperatively contributed to Vulkan, which recently introduced an open-standard API for ray tracing. However, little has been disclosed about the mapping of this API to hardware. In this paper, we introduce Vulkan-Sim, a detailed cycle-level simulator for enabling architecture research for ray tracing. We extend GPGPU-Sim, integrating it with Mesa, an open-source graphics library to support the Vulkan API, and add dedicated ray traversal and intersection units. We also demonstrate an explicit mapping of the Vulkan ray tracing pipeline to a modern GPU using a technique we call delayed intersection and any-hit execution. Additionally we evaluate several ray tracing workloads with Vulkan-Sim, identifying bottlenecks and inefficiencies of the ray tracing hardware we model. To demonstrate the utility of Vulkan-Sim we conduct two case studies evaluating techniques recently proposed or deployed by industry targeting enhanced ray tracing performance.
We present a simple VR-specific image detail enhancement method that improves the viewing experience of 360-degree stereoscopic photographed VR contents. By exploiting the fusion characteristics of binocular vision, w...
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ISBN:
(纸本)9781665484022
We present a simple VR-specific image detail enhancement method that improves the viewing experience of 360-degree stereoscopic photographed VR contents. By exploiting the fusion characteristics of binocular vision, we propose an asymmetric process that applies detail enhancement to one single image channel only. Our method can dynamically apply the enhancement in a view-adaptive fashion in real-time on most low-cost standalone VR headsets. We discuss the benefits of this method with respect to authoring possibilities, storage and bandwidth issues of photographed VR contents.
Prior research has shown that social interactions in VR benefit from techniques for group navigation that bring multiple users to a common destination together. In this work, we propose the metaphor of holding onto an...
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ISBN:
(纸本)9781665484022
Prior research has shown that social interactions in VR benefit from techniques for group navigation that bring multiple users to a common destination together. In this work, we propose the metaphor of holding onto another user's virtual hand for the ad-hoc formation of a navigational group and report on the positive results of an initial usability study in an exploratory two-user scenario.
Music rhythm games have a tremendous audience in the modern game industry. However, most of these games have been deployed for mobile devices, desktop computers, or game consoles. Although users can still experience t...
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ISBN:
(纸本)9781665484022
Music rhythm games have a tremendous audience in the modern game industry. However, most of these games have been deployed for mobile devices, desktop computers, or game consoles. Although users can still experience the excitement of playing music by tapping on-screen buttons or using controllers, the user experience still has more room for improvement. We therefore developed a network-based multiuser virtual reality music rhythm game in which users can choose their preferred instrument or sing as a band while also collecting points based on their performance.
Portrait synthesis creates realistic digital avatars which enable users to interact with others in a compelling way. Recent advances in StyleGAN and its extensions have shown promising results in synthesizing photorea...
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This paper describes a method for reducing rendering load such that complex virtual environments (VEs) can be deployed on "thin" VR systems with limited rendering power. The method partitions the VE into fou...
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ISBN:
(数字)9781665453257
ISBN:
(纸本)9781665453257
This paper describes a method for reducing rendering load such that complex virtual environments (VEs) can be deployed on "thin" VR systems with limited rendering power. The method partitions the VE into four regions: a near region, an intermediate region, a stationary far region, and a dynamic far region. The stationary far region is replaced with an environment map, which brings a substantial rendering load reduction. The other three regions are rendered from geometry: the near region is rendered from the user viewpoint, the dynamic far geometry is rendered from the center of the environment map, and the intermediate region is rendered with a morph that switches viewpoint gradually from the user viewpoint to the center of the environment map. The intermediate region connects the near and far regions seamlessly. Furthermore, the environment map is enhanced with per pixel range which allows depth compositing the dynamic and stationary far geometry. An IRB approved user study (N = 22) found significant advantages for our method over conventional near-far partitioning.
We create plots of algebraic integers in the complex plane, exploring the effect of sizing the points according to various arithmetic invariants. We focus on Galois theoretic invariants, in particular creating plots w...
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We create plots of algebraic integers in the complex plane, exploring the effect of sizing the points according to various arithmetic invariants. We focus on Galois theoretic invariants, in particular creating plots which emphasize algebraic integers whose Galois group is not the full symmetric group-these integers we call rigid. We then give some analysis of the resulting images, suggesting avenues for future research about the geometry of so-called rigid algebraic integers.
Material reflectance property modeling can be used in realistic rendering to generate realistic appearances for virtual objects. However, current works mainly focus on near plane objects. In this paper, we propose an ...
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ISBN:
(纸本)9781665484022
Material reflectance property modeling can be used in realistic rendering to generate realistic appearances for virtual objects. However, current works mainly focus on near plane objects. In this paper, we propose an end-to-end network framework with attention mechanism to estimate the reflectance properties of any 3D object surface from a single image, where a single attention module is used for each reflectance property respectively to learn the property specific features. We also generate a material dataset by rendering a set of 3D complex shape models. The dataset is suitable for reflectance property estimation of arbitrary complex shape objects. Experiments validate the proposed method.
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