We present collaborative scientific visualization in STUDIERSTUBE. STUDIERSTUBE is an augmented reality system that has several advantages over conventional desktop and other virtual reality environments, including tr...
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We present collaborative scientific visualization in STUDIERSTUBE. STUDIERSTUBE is an augmented reality system that has several advantages over conventional desktop and other virtual reality environments, including true stereoscopy, 3D-interaction, individual viewpoints and customized views for multiple users, unhindered natural collaboration and low cost. We demonstrate the application of this concept for the interaction of multiple users and illustrate it with several visualizations of dynamical systems in DynSys3D, a visualization system running on top of AVS.
We propose an efficient method for animation of virtual human models in an environment of obstacles. A nearby target location reachable by a human figure is given and a search is performed in the object space encompas...
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We propose an efficient method for animation of virtual human models in an environment of obstacles. A nearby target location reachable by a human figure is given and a search is performed in the object space encompassing obstacles to obtain an optimum configuration. The goal is realized by simplifying the configuration space of a human model into two dimensions and then projecting a discretized object space onto it. The discretization is carried out using DDA (digital differential analyzer used in fast line drawing) or high speed frame buffer hardware. Further gains in speed are obtained by precalculating certain basic human configurations and attaining required postures in advance. We discuss walking over obstacles, reaching a given target by hand and a combination of these. The animation of human figures is very efficient permitting real-time performance of multiple human figures.
We propose a model of a tennis game simulation with synthetic actors as players and a referee. The behaviour of these actors is based on their synthetic vision and audition. Physical modeling of the ball dynamic and s...
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ISBN:
(纸本)9780818678257
We propose a model of a tennis game simulation with synthetic actors as players and a referee. The behaviour of these actors is based on their synthetic vision and audition. Physical modeling of the ball dynamic and sound rendering enhance realism. An interactive user can also play against a synthetic actor by using a Space Ball.
The recognition of daily human activities is a decisive interface component for more intuitive virtual reality (VR) interactions. In this paper, we describe a hierarchical model of body actions based on fine-grained a...
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The recognition of daily human activities is a decisive interface component for more intuitive virtual reality (VR) interactions. In this paper, we describe a hierarchical model of body actions based on fine-grained action primitives. The associated recognition algorithm allows on-the-fly identification of simultaneous actions. Measurements highlight robustness to participants' variability and high detection rates when using the full potential of the action model. An example illustrates an interaction with a virtual character driven by the participant's action recognition.
Our goal is to develop physically based lighting models and perceptually based rendering procedures for computergraphics that will produce synthetic images that are visually and measurably indistinguishable from real...
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ISBN:
(纸本)0897918967
Our goal is to develop physically based lighting models and perceptually based rendering procedures for computergraphics that will produce synthetic images that are visually and measurably indistinguishable from real-world images. Fidelity of the physical simulation is of primary concern. Our research framework is subdivided into three sub-sections: the local light reflection model, the energy transport simulation, and the visual display algorithms. The first two subsections are physically based, and the last is perceptually based. We emphasize the comparisons between simulations and actual measurements, the difficulties encountered, and the need to utilize the vast amount of psychophysical research already conducted. Future research directions are enumerated. We hope that results of this research will help establish a more fundamental, scientific approach for future rendering algorithms. This presentation describes a chronology of past research in global illumination and how parts of our new system are currently being developed.
Interactions between a virtual actor and its virtual environment involve many aspects. An important one is hands interactions. In a virtual scene depicting everyday life, the actor will need to grasp and hold objects,...
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