Creating 360-degree 3D content is challenging because it requires either a multi-camera rig or a collection of many images taken from different perspectives. Our approach aims to generate a 360. VR scene from a single...
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ISBN:
(纸本)9798350374490;9798350374506
Creating 360-degree 3D content is challenging because it requires either a multi-camera rig or a collection of many images taken from different perspectives. Our approach aims to generate a 360. VR scene from a single panoramic image using a learning-based inpainting method adapted for panoramic content. We introduce a pipeline capable of transforming an equirectangular panoramic RGB image into a complete 360. 3D virtualreality scene represented as a textured mesh, which is easily rendered on a VR headset using standard graphics rendering pipelines. We qualitatively evaluate our results on a synthetic dataset consisting of 360 panoramas in indoor scenes.
reality Distortion Room (RDR) is a proof-of-concept augmented reality system using projection mapping and unencumbered interaction with the Microsoft RoomAlive system to study a user's locomotive response to visua...
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ISBN:
(纸本)9798350328387
reality Distortion Room (RDR) is a proof-of-concept augmented reality system using projection mapping and unencumbered interaction with the Microsoft RoomAlive system to study a user's locomotive response to visual effects that seemingly transform the physical room the user is in. This study presents five effects that augment the appearance of a physical room to subtly encourage user motion. Our experiment demonstrates users' reactions to the different distortion and augmentation effects in a standard living room, with the distortion effects projected as wall grids, furniture holograms, and small particles in the air. The augmented living room can give the impression of becoming elongated, wrapped, shifted, elevated, and enlarged. The study results support the implementation of AR experiences in limited physical spaces by providing an initial understanding of how users can be subtly encouraged to move throughout a room.
This work presents an immersive headset-based virtualreality visualization and annotation system for point clouds, oriented towards application on laser scans of plants. The system can be used to paint regions or ind...
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ISBN:
(纸本)9781665484022
This work presents an immersive headset-based virtualreality visualization and annotation system for point clouds, oriented towards application on laser scans of plants. The system can be used to paint regions or individual points with fine detail, even with large, dense point clouds. A non-immersive desktop interface was designed for comparison within the same application. A within-subjects user study (N=16) was conducted to compare these interfaces for annotation and counting tasks. Results showed a strong preference for the immersive virtualreality interface, likely as a result of perceived and actual significant differences in task performance.
We present a virtualreality implementation of the "Royal Game of Ur", an ancient board game played by the people of Akkadian empire since around 3000 BC. The game's rules recently deciphered from the cu...
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ISBN:
(纸本)9781665440578
We present a virtualreality implementation of the "Royal Game of Ur", an ancient board game played by the people of Akkadian empire since around 3000 BC. The game's rules recently deciphered from the cuneiform's tablets have been implemented using MinMax approach with alpha-beta pruning optimization, allowing for a highly competitive game-play against even the most skilled human players. The game utilizes freehand interaction and, experimentally, a brain computer interface to roll the dice and move the pieces.
This paper proposes a novel easy extrinsic calibration algorithm for an off-the-shelf VR system and a multi-camera based marker-less motion capture system. To realize interactions between 3D user motions and virtual o...
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ISBN:
(纸本)9781728147659
This paper proposes a novel easy extrinsic calibration algorithm for an off-the-shelf VR system and a multi-camera based marker-less motion capture system. To realize interactions between 3D user motions and virtual objects reconstructed from multi-view videos in a common 3D space, the extrinsic calibration of the VR system and the multiple cameras must be conducted beforehand. This calibration, which involves estimating the pose and position of each coordinate system, is a key technology for handling 3D information in a system with various type of input sources. In general, extrinsic calibration is carried out by identifying and utilizing some common 3D points. However, since most of off-the-shelf VR systems do not include any imaging device, it is difficult to apply conventional automatic calibration approaches as there are no common points shared with the cameras. Against this problem, this paper introduces an easy calibration algorithm by generating corresponding points from the trajectories of the user's motion with VR devices and 3D human pose reconstructed from multi-view videos. Our study provides the following two contributions;(1) our method does not need to introduce additional devices, such as a chessboard and (2) our method does not need manual processes as the extrinsic parameters are automatically estimated. We demonstrate the performance of the proposed method in a practical scenario.
Current tracking systems now enable real walking in a virtual scene with a Head Mounted Display (HMD). However, the play area usually remains limited to a few square meters because of tracking limits and the lack of f...
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ISBN:
(纸本)9781538633656
Current tracking systems now enable real walking in a virtual scene with a Head Mounted Display (HMD). However, the play area usually remains limited to a few square meters because of tracking limits and the lack of free space in game rooms. This paper describes our demonstration showing how we can use an RGB-D sensor to increase the real game surface by dynamically acquiring a map of the actual game room and integrating it into the virtual environment. Our system was designed to be integrable to any virtual environment and aims to enable free walking with a HMD by showing the position of the real obstacles to the user.
This paper proposes a novel easy extrinsic calibration algorithm for an off-the-shelf VR system and a multi-camera based marker-less motion capture system. To realize interactions between 3D user motions and virtual o...
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ISBN:
(纸本)9781728147666
This paper proposes a novel easy extrinsic calibration algorithm for an off-the-shelf VR system and a multi-camera based marker-less motion capture system. To realize interactions between 3D user motions and virtual objects reconstructed from multi-view videos in a common 3D space, the extrinsic calibration of the VR system and the multiple cameras must be conducted beforehand. This calibration, which involves estimating the pose and position of each coordinate system, is a key technology for handling 3D information in a system with various type of input sources. In general, extrinsic calibration is carried out by identifying and utilizing some common 3D points. However, since most of off-the-shelf VR systems do not include any imaging device, it is difficult to apply conventional automatic calibration approaches as there are no common points shared with the cameras. Against this problem, this paper introduces an easy calibration algorithm by generating corresponding points from the trajectories of the user's motion with VR devices and 3D human pose reconstructed from multi-view videos. Our study provides the following two contributions; (1) our method does not need to introduce additional devices, such as a chessboard and (2) our method does not need manual processes as the extrinsic parameters are automatically estimated. We demonstrate the performance of the proposed method in a practical scenario.
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