Augmented Reality systems that run interactively and in real time, using high quality graphical displays and sensational cues, can create the illusion of virtual objects appearing to be real. This paper presents the d...
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Augmented Reality systems that run interactively and in real time, using high quality graphical displays and sensational cues, can create the illusion of virtual objects appearing to be real. This paper presents the design, implementation, and evaluation of BurnAR, a novel demonstration which enables users to experience the illusion of seeing their own hands burning, which we achieve by overlaying virtual flames and smoke on their hands. Surprisingly, some users reported an involuntary warming sensation of their hands. Based on these comments, we hypothesized that stimulation of multiple sensory modalities presented in this AR environment can induce an involuntary experience in an additional sensory pathway: observation of virtual flames resulting in a heat sensation. This cross-modal transfer, known as virtual synesthesia, is a temporary experience which affects some people who are not synesthetes and only lasts for a short time during the illusory experience. To verify our hypothesis, we conducted an exploratory study where participants experienced the BurnAR demonstration under controlled conditions.
In this paper we present decoupled deferred shading: a rendering technique based on a new data structure called compact geometry buffer, which stores shading samples independently from the visibility. This enables cac...
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With the current state of video games growing in scale, manual content creation may no longer be feasible in the future. Split grammars are a promising technology for large scale procedural generation of urban structu...
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With the current state of video games growing in scale, manual content creation may no longer be feasible in the future. Split grammars are a promising technology for large scale procedural generation of urban structures, which are very common in video games. Buildings with curved parts, however, can currently only be approximated by static pre-modeled assets, and rules apply only to planar surface parts. We present an extension to current split grammar systems that allows the generation of curved architecture through free-form deformations that can be introduced at any level in a grammar. Further subdivision rules can then adapt to these deformations to maintain length constraints, and repetitions can adjust to more or less space.
This paper presents a new method to control scene sampling in complex ray-based rendering environments. It proposes to constrain image sampling density with a combination of object features, which are known to be well...
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On the base of the method of Support vec- tor data description (SVDD), this paper proposes a SVDD method based on maximum distance between two centers of spheres. It applies two hyperspheres to separate two kinds of t...
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On the base of the method of Support vec- tor data description (SVDD), this paper proposes a SVDD method based on maximum distance between two centers of spheres. It applies two hyperspheres to separate two kinds of training instance and maximize distance between two centers of hyperspheres at the same time. Experimen- tal results show that the method is effective, especially for unbalance problem, our method can get better results than all other methods.
In this paper we address the problem that most face recognition approaches neglect that faces share strong visual similarities, which can be exploited when learning discriminative models. Hence, we propose to model fa...
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The use of Augmented Reality for overlaying visual information on print media like street posters has become widespread over the last few years. While this user interface metaphor represents an instance of cross-media...
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Novel image acquisition tools such as micro aerial vehicles (MAVs) in form of quad- or octo-rotor helicopters support the creation of 3D reconstructions with ground sampling distances below 1 cm. The limitation of aer...
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Novel image acquisition tools such as micro aerial vehicles (MAVs) in form of quad- or octo-rotor helicopters support the creation of 3D reconstructions with ground sampling distances below 1 cm. The limitation of aerial photogrammetry to nadir and oblique views in heights of several hundred meters is bypassed, allowing close-up photos of facades and ground features. However, the new acquisitionmodality also introduces challenges: First, flight space might be restricted in urban areas, which leads to missing views for accurate 3D reconstruction and causes fracturing of large models. This could also happen due to vegetation or simply a change of illumination during image acquisition. Second, accurate geo-referencing of reconstructions is difficult because of shadowed GPS signals in urban areas, so alignment based on GPS information is often not possible. In this paper, we address the automatic fusion of such partial reconstructions. Our approach is largely based on the work of (Wendel et al., 2011a), but does not require an overhead digital surface model for fusion. Instead, we exploit that patch-based semi-dense reconstruction of the fractured model typically results in several point clouds covering overlapping areas, even if sparse feature correspondences cannot be established. We approximate orthographic depth maps for the individual parts and iteratively align them in a global coordinate system. As a result, we are able to generate point clouds which are visually more appealing and serve as an ideal basis for further processing. Mismatches between parts of the fused models depend only on the individual point density, which allows us to achieve a fusion accuracy in the range of 1 cm on our evaluation dataset.
Classifier grids have shown to be a considerable choice for object detection from static cameras. By applying a single classifier per image location the classifier's complexity can be reduced and more specific and...
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In this paper, we analyze the special requirements of a dynamic memory allocator that is designed for massively parallel architectures such as graphics Processing Units (GPUs). We show that traditional strategies, whi...
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