The unscented Kalman filter is a superior alternative to the extended Kalman filter for a variety of estimation and control problems. However, its effectiveness for improving human motion tracking for virtual reality ...
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The unscented Kalman filter is a superior alternative to the extended Kalman filter for a variety of estimation and control problems. However, its effectiveness for improving human motion tracking for virtual reality applications in the presence of noisy data has been unexplored. In this paper, we present an empirical study comparing the performance of unscented and extended Kalman filtering for improving human head and hand tracking. Specifically, we examine human head and hand orientation motion signals, represented with quaternions, which are critical for correct viewing perspectives in virtual reality. Our experimental results and analysis indicate that unscented Kalman filtering performs equivalently with extended Kalman filtering. However, the additional computational overhead of the unscented Kalman filter and quasi-linear nature of the quaternion dynamics lead to the conclusion that the extended Kalman filter is a better choice for estimating quaternion motion in virtual reality applications.
Direct volume rendering of scalar fields uses a transfer function to map locally measured data properties to opacities and colors. The domain of the transfer function is typically the one-dimensional space of scalar d...
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Direct volume rendering of scalar fields uses a transfer function to map locally measured data properties to opacities and colors. The domain of the transfer function is typically the one-dimensional space of scalar data values. This paper advances the use of curvature information in multi-dimensional transfer functions, with a methodology for computing high-quality curvature measurements. The proposed methodology combines an implicit formulation of curvature with convolution-based reconstruction of the field. We give concrete guidelines for implementing the methodology, and illustrate the importance of choosing accurate filters for computing derivatives with convolution. Curvature-based transfer functions are shown to extend the expressivity and utility of volume rendering through contributions in three different application areas: nonphotorealistic volume rendering, surface smoothing via anisotropic diffusion, and visualization of isosurface uncertainty.
Adaptive mesh refinement (AMR) is a technique used in numerical simulations to automatically refine (or de-refine) certain regions of the physical domain in a finite difference calculation. AMR data consists of nested...
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Adaptive mesh refinement (AMR) is a technique used in numerical simulations to automatically refine (or de-refine) certain regions of the physical domain in a finite difference calculation. AMR data consists of nested hierarchies of data grids. As AMR visualization is still a relatively unexplored topic, our work is motivated by the need to perform efficient visualization of large AMR data sets. We present a software algorithm for parallel direct volume rendering of AMR data using a cell-projection technique on several different parallel platforms. Our algorithm can use one of several different distribution methods, and we present performance results for each of these alternative approaches. By partitioning an AMR data set into blocks of constant resolution and estimating rendering costs of individual blocks using an application specific benchmark, it is possible to achieve even load balancing.
Presents a novel class of virtual reality input devices that combine pop-through buttons with 6-DOF trackers. Compared to similar devices that use conventional buttons, pop-through devices double the number of potenti...
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ISBN:
(纸本)0769514928
Presents a novel class of virtual reality input devices that combine pop-through buttons with 6-DOF trackers. Compared to similar devices that use conventional buttons, pop-through devices double the number of potential discrete interaction modes, since each button has two activation states corresponding to light and firm pressure. This additional state per button provides a foundation to address a range of shortcomings with conventional virtual environment (VE) input devices that includes reducing the physical dexterity required to perform interactions, reducing the cognitive complexity of some compound tasks and enabling the design of less obtrusive devices without sacrificing expressive power. Specifically, we present two novel input devices: the FingerSleeve was designed to be minimally obtrusive physically, whereas the TriggerGun was designed to be physically similar to, yet more functional than a conventional hand-held trigger device. Further, we present a set of novel navigation and interaction techniques that leverage the capabilities of our pop-through button devices to improve interaction quality and provide insight into harnessing the potential of pop-through buttons for other tasks. Finally, we discuss how we incorporated one of our devices into a real application.
Morphological Associative Memories (MAM) are a construct similar to Hopfield Associative Memories defined on the (R,+, ∨, ∧) algebraic system. The MAM posses excellent recall properties for undistorted patterns. How...
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Multi-resolution data-structures and algorithms are key in visualization to achieve real-time interaction with large data-sets. Research has been primarily focused on the off-line construction of such representations ...
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We propose a technique for visualizing steady flow. Using this technique, we first convert the vector field data into a scalar level-set representation. We then analyze the dynamic behavior and subsequent distortion o...
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We propose a technique for visualizing steady flow. Using this technique, we first convert the vector field data into a scalar level-set representation. We then analyze the dynamic behavior and subsequent distortion of level-sets and interactively monitor the evolving structures by means of texture-based surface rendering. Next, we combine geometrical and topological considerations to derive a multiscale representation and to implement a method for the automatic placement of a sparse set of graphical primitives depicting homogeneous streams in the fields. Using the resulting algorithms, we have built a visualization system that enables us to effectively display the flow direction and its dynamics even for dense 3D fields.
In this paper we present an adaptive approach to volume rendering via 3D textures at arbitrary levels of detail. The algorithm has been designed to enable interactive exploration of large-scale data sets while providi...
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