| Time-critical rendering of discrete and continuous levels of detail | | BIBAK | Full-Text | 1-8 | |
| Christopher Zach; Stephan Mantler; Konrad Karner | |||
| We present a novel level of detail selection method for real-time rendering,
that works on hierarchies of discrete and continuous representations. We
integrate point rendered objects with polygonal geometry and demonstrate our
approach in a terrain flyover application, where the digital elevation model is
augmented with forests. The vegetation is rendered as continuous sequence of
splats, which are organized in a hierarchy. Further we discuss enhancements to
our basic method to improve its scalability. Keywords: level of detail management, point rendering, real-time rendering, rendering
of vegetation | |||
| Light field duality: concept and applications | | BIBAK | Full-Text | 9-16 | |
| George Chen; Li Hong; Kim Ng; Peter McGuinness; Christian Hofsetz; Yang Liu; Nelson Max | |||
| We propose to look at light fields from a dual space point of view. The
advantage, in addition to revealing some new insights, is a framework that
combines the benefits of many existing works. Using the well known
two-plane-parameterization, we derive the duality between the 4-D light field
and the 3-D world space. In the dual light field, rays become hyper points. We
introduce the concept of hyperline. Then, cameras appear as hyperlines --
camera hyperline (CHL) -- mostly heterogeneous in color; scene points also
appear as hyperlines -- geometry hyperline (GHL) -- mostly homogeneous in
color. CHL's and GHL's are independent. The existence of one does not require
or replace the other. When both exist, they cross each other at the dual ray
hyper points. Both CHL and GHL-based light field rendering results are
presented. Keywords: dual space, light field rendering, point sample rendering | |||
| Selective quality rendering by exploiting human inattentional blindness: looking but not seeing | | BIBAK | Full-Text | 17-24 | |
| Kirsten Cater; Alan Chalmers; Patrick Ledda | |||
| There are two major influences on human visual attention: bottom-up and
top-down processing. Bottom-up processing is the automatic direction of gaze to
lively or colourful objects as determined by low-level vision. In contrast,
top-down processing is consciously directed attention in the pursuit of
predetermined goals or tasks. Previous work in perception-based rendering has
exploited bottom-up visual attention to control detail (and therefore time)
spent on rendering parts of a scene. In this paper, we demonstrate the
principle of Inattentional Blindness, a major side effect of top-down
processing, where portions of the scene unrelated to the specific task go
unnoticed. In our experiment, we showed a pair of animations rendered at
different quality levels to 160 subjects, and then asked if they noticed a
change. We instructed half the subjects to simply watch our animation, while
the other half performed a specific task during the animation.
When parts of the scene, outside the focus of this task, were rendered at lower quality, almost none of the task-directed subjects noticed, whereas the difference was clearly visible to the control group. Our results clearly show that top-down visual processing can be exploited to reduce rendering times substantially without compromising perceived visual quality in interactive tasks. Keywords: human visual perception, image quality, inattentional blindness, interactive
rendering of dynamic scenes, task related realistic rendering | |||
| Rendering of virtual environments based on polygonal & point-based models | | BIBAK | Full-Text | 25-32 | |
| Wenting Zheng; Hanqiu Sun; Hujun Bao; Qunsheng Peng | |||
| Real-time rendering for large-scale, complex dynamic virtual scenes is a
challenging problem in computer graphics. In this paper, we propose a hybrid
rendering algorithm of dynamic virtual environments that seamlessly fuses the
point-based scheme and polygon-based scheme. In our algorithm, the scene is
organized into a BSP-tree. Objects in the leaf-nodes of the BSP tree are
further subdivided into a quad-tree hierarchy, which contains both the sample
points and polygon rendering information at each level. The accelerated
rendering algorithm integrates the hierarchical occlusion map technique, image
caching technique and BSP technique to fast render complex dynamic scenes.
During navigation, our system adaptively determines the rendering mode and the
level of details of objects, and achieves smooth transition between the two
rendering modes by effectively controlling the rendering precision. The dynamic
objects can be processed in the system uniformly. Our experimental results have
demonstrated the satisfactory performance of the proposed hybrid-rendering
scheme for the dynamic virtual environments. Keywords: BSP tree, dynamic virtual environments, hierarchical occlusion map (HOM),
point-based rendering | |||
| Template-based generation of road networks for virtual city modeling | | BIBAK | Full-Text | 33-40 | |
| Jing Sun; Xiaobo Yu; George Baciu; Mark Green | |||
| In modern urban areas, we often find a transportation network that follows a
superimposed pattern. In this paper, we propose a novel method to generate a
virtual traffic network based on (1) image-derived templates, and (2) a
rule-based generating system. Using 2D images as input maps, various road maps
with different patterns could be produced. This traffic network generating
model adjusts itself intelligently in order to avoid restricted geographical
areas or urban developments. The generative model follows closely directions of
elevation and connects road ends in ways that allow various types of
breakpoints. Keywords: 3D modeling, GIS, urban synthesis, virtual reality | |||
| Modeling virtual object behavior within virtual environment | | BIBAK | Full-Text | 41-48 | |
| Gun A. Lee; Gerard Jounghyun Kim; Chan-Mo Park | |||
| Development of virtual reality systems requires iterations of specification,
implementation and evaluation. Since correct evaluations of immersive VR
systems require the tedious process of wearing many devices, there exist both
temporal and spatial gaps between the implementation and evaluation stage, and
this usually causes delay and inefficiency in the development process. In order
to overcome this gap, there have been several approaches to constructing or
modeling the physical aspects of the virtual world (or objects) within the
virtual environment. However, modeling their behaviors is still carried out in
conventional (2D) programming environments.
This paper proposes an interaction model, and interfaces for specifying (and modifying) object behavior, within the virtual environment, based on an underlying virtual object model. The interaction model follows the concept of programming by demonstration, and based on it, we have built a system called the PiP (Programming virtual object behavior in virtual reality Program) "in" which a user can create, modify, test, and save object behaviors. We illustrate examples of interactive virtual worlds constructed using the PiP, and discuss its merits and shortcomings as a content development platform. Keywords: 3D interaction, interactive behavior modeling, programming by demonstration,
virtual environment, virtual object | |||
| Complex deformable objects in virtual reality | | BIBAK | Full-Text | 49-56 | |
| Young-Min Kang; Hwan-Gue Cho | |||
| In this paper, we present a real-time animation technique for deformable
objects based on mass-spring models in virtual reality environments. Many
researchers have proposed various techniques for representing the motion and
the appearance of deformable objects. However, the animation of deformable
objects in virtual reality environments is still a hard problem. One of the
most intensively studied deformable objects is virtual cloth. The difficulties
in cloth animation mainly lie in the fact that cloth simulation easily tends to
become unstable. Although the implicit method can make the simulation stable
[Baraff98], it is still impossible to generate interactive animation when the
number of mass-points is sufficiently large enough to represent realistic
appearance. There have been a few efficient solutions for real-time animation
[Desbrun99,Kang01,Oshita01]. However, the previous techniques for real-time
cloth animation are not capable of generating the plausible motion and
appearance because the methods are based on excessive approximations. This
paper proposes an efficient technique that can generate realistic animation of
complex cloth objects, and the technique makes it possible to integrate
realistic deformable objects into the virtual reality systems without violating
the interactivity of the system. The proposed method is based on the implicit
integration in order to keep the system stable, and the solution of the linear
system involved in the implicit integration is efficiently approximated in
real-time. Keywords: cloth animation, real-time animation, virtual reality | |||
| Application and taxonomy of through-the-lens techniques | | BIBAK | Full-Text | 57-64 | |
| Stanislav L. Stoev; Dieter Schmalstieg | |||
| In this work, we present a set of tools based on the through-the-lens
metaphor. This metaphor enables simultaneous exploration of a virtual world
from two different viewpoints. The one is used to display the surrounding
environment and represents the user, the other is interactively manipulated and
the resulting images are displayed in a dedicated window. We discuss in detail
the various different states of the two viewpoints and the two synthetic
worlds, introducing taxonomy for their relationship to each other. We also
elaborate on navigation with the through-the-lens concept extending the ideas
behind known tools. Furthermore, we also present a new remote object
manipulation technique based on the through-the-lens concept. Keywords: data manipulation, human-computer interface, interaction, interaction
techniques, virtual environment interaction, virtual reality, visualization
techniques | |||
| Spatialized audio rendering for immersive virtual environments | | BIBAK | Full-Text | 65-72 | |
| Martin Naef; Oliver Staadt; Markus Gross | |||
| We present a spatialized audio rendering system for the use in immersive
virtual environments. The system is optimized for rendering a sufficient number
of dynamically moving sound sources in multi-speaker environments using
off-the-shelf audio hardware. Based on simplified physics-based models, we
achieve a good trade-off between audio quality, spatial precision, and
performance. Convincing acoustic room simulation is accomplished by integrating
standard hardware reverberation devices as used in the professional audio and
broadcast community. We elaborate on important design principles for audio
rendering as well as on practical implementation issues. Moreover, we describe
the integration of the audio rendering pipeline into a scene graph-based
virtual reality toolkit. Keywords: 3D audio, spatially immersive display, virtual reality | |||
| Tour into the video: image-based navigation scheme for video sequences of dynamic scenes | | BIBAK | Full-Text | 73-80 | |
| Hyung Woo Kang; Sung Yong Shin | |||
| Tour Into the Picture (TIP) is a method for generating a sequence of
walk-through images from a single reference image. By navigating a 3D scene
model constructed from the image, TIP provides convincing 3D effects. This
paper presents a comprehensive scheme for creating walk-through images from a
video sequence by generalizing the idea of TIP. The purpose of this work is to
let users experience the feel of navigating into a video sequence with their
own interpretation and imagination about a given scene. To generate images from
new viewpoints, we first extract the background and the foreground information
from the video, and then exploit the notion of a vanishing circle to construct
a 3D scene model. The proposed scheme covers various types of video films of
dynamic scenes such as sports coverage, cartoon animation, and movie films, in
which objects are continuously changing their shapes and locations. It can also
be used to produce a variety of synthetic video sequences by importing and
merging dynamic foreign objects with the original video. Keywords: animation, image-based rendering, video sequence | |||
| Real-time haptic sculpting in virtual volume space | | BIBAK | Full-Text | 81-88 | |
| Hui Chen; Hanqiu Sun | |||
| Virtual sculpture is a modeling technique for computer graphics based on the
notion of sculpting a solid material with tools. Currently, most interactive
sculpture is mainly focused on vision-based sensory channel. With visual
feedback alone virtual sculpture cannot simulate the realistic sculpting
operations in the physical world. The sense of touch, in combination with our
kinesthetic sense, is capable of adding a new modality to virtual sculpture,
especially in presenting complex geometry & material properties. In this
paper, we propose a virtual haptic sculpting (VHS) system in the volume space,
which supports real-time melting, burning, stamping, painting, constructing and
peeling interactions. Based on the constructive volume methodology, we have
developed sculpting tools as volumes, with each properties and size,
distribution for elements, and rules of the interaction between the volumetric
data and the tools. The sculpting tools are controlled directly by the 6-DOF
haptic input to simulate realistic sculpting operations, in applying the
computed model and tool dynamics while interacting with the volume. Both
synthetic volumetric data and medical scan volumes are experimented using the
6-DOF PHANToM Desktop haptic interface. Keywords: haptic interaction, virtual reality, virtual sculpture, volume rendering | |||
| Implementing flexible rules of interaction for object manipulation in cluttered virtual environments | | BIBAK | Full-Text | 89-96 | |
| Roy A. Ruddle; Justin C. D. Savage; Dylan M. Jones | |||
| Object manipulation in cluttered virtual environments (VEs) brings
additional challenges to the design of interaction algorithms, when compared
with open virtual spaces. As the complexity of the algorithms increases so does
the flexibility with which users can interact, but this is at the expense of
much greater difficulties in implementation for developers. Three rules that
increase the realism and flexibility of interaction are outlined: collision
response, order of control, and physical compatibility. The implementation of
each is described, highlighting the substantial increase in algorithm
complexity that arises. Data are reported from an experiment in which
participants manipulated a bulky virtual object through parts of a virtual
building (the piano movers' problem). These data illustrate the benefits to
users that accrue from implementing flexible rules of interaction. Keywords: object manipulation, rules of interaction, virtual environments | |||
| DEMIS: a dynamic event model for interactive systems | | BIBAK | Full-Text | 97-104 | |
| Hua Jiang; G. Drew Kessler; Jean Nonnemaker | |||
| Modern interaction systems are usually event-driven. New input devices often
require new event types, and handling input from the user becomes increasingly
more complex. Frequently, the WIMP (Windows, Icons, Menus, Pointer) paradigm
widely used today is not suitable for interactive applications, such a virtual
reality applications, that use more than the standard mouse and keyboard input
devices.
In this paper, we present the design and implementation of the Dynamic Event Model for Interactive System (DEMIS). DEMIS is a middleware between the operating system and the application that supports various input device events while using generic event recognition to detect composite events. Keywords: composite events, event recognition, human-computer interaction, input
devices | |||
| Towards intuitive exploration tools for data visualization in VR | | BIBAK | Full-Text | 105-112 | |
| Gerwin de Haan; Michal Koutek; Frits H. Post | |||
| In this paper we present a basic set of intuitive exploration tools for the
data visualization in a Virtual Environment on the Responsive Workbench. First,
we introduce the Plexipad, a transparent acrylic panel which allows two-handed
interaction in combination with a stylus. After a description of various
interaction scenarios with these two devices, we present a basic set of
interaction tools, which support the user in the process of exploring
volumetric datasets. Besides the interaction tools for navigation and selection
we present tools that are closely coupled with probing tools. These interactive
probing tools are used as input for complex visualization tools and for
performing virtual measurements. We illustrate the use of our tools in two
applications from different research areas which use volumetric and particle
data. Keywords: data exploration, two-handed interaction, user interface, virtual reality,
visualization | |||
| LARGE a collision detection framework for deformable objects | | BIBAK | Full-Text | 113-120 | |
| Rynson W. H. Lau; Oliver Chan; Mo Luk; Frederick W. B. Li | |||
| Many collision detection methods have been proposed. Most of them can only
be applied to rigid objects. In general, these methods precompute some
geometric information of each object, such as bounding boxes, to be used for
run-time collision detection. However, if the object deforms, the precomputed
information may not be valid anymore and hence needs to be recomputed in every
frame while the object is deforming. In this paper, we presents an efficient
collision detection framework for deformable objects, which considers both
inter-collisions and self-collisions of deformable objects modeled by NURBS
surfaces. Towards the end of the paper, we show some experimental results to
demonstrate the performance of the new method. Keywords: NURBS surfaces, collision detection, deformable objects, interference
detection | |||
| Minimal hierarchical collision detection | | BIBAK | Full-Text | 121-128 | |
| Gabriel Zachmann | |||
| We present a novel bounding volume hierarchy that allows for extremely small
data structure sizes while still performing collision detection as fast as
other classical hierarchical algorithms in most cases. The hierarchical data
structure is a variation of axis-aligned bounding box trees. In addition to
being very memory efficient, it can be constructed efficiently and very fast.
We also propose a criterion to be used during the construction of the BV hierarchies is more formally established than previous heuristics. The idea of the argument is general and can be applied to other bounding volume hierarchies as well. Furthermore, we describe a general optimization technique that can be applied to most hierarchical collision detection algorithms. Finally, we describe several box overlap tests that exploit the special features of our new BV hierarchy. These are compared experimentally among each other and with the DOP tree using a benchmark suite of real-world CAD data. Keywords: R-trees, hierarchical data structures, hierarchical partitioning,
interference detection, physically-based modeling, virtual prototyping | |||
| Hardware-assisted self-collision for deformable surfaces | | BIBAK | Full-Text | 129-136 | |
| George Baciu; Wingo Sai-Keung Wong | |||
| The natural behavior of garments and textile materials in the presence of
changing object states is potentially the most computationally demanding task
in a dynamic 3D virtual environment. Cloth materials are highly deformable
inducing a very large number of contact points or regions with other objects.
In a natural environment, cloth objects often interact with themselves
generating a large number of self-collisions areas. The interactive
requirements of 3D games and physically driven virtual environments make the
cloth collisions and self-collisions computations more challenging. By
exploiting mathematically well-defined smoothness conditions over smaller
patches of deformable surfaces and resorting to image-based collision detection
tests, we developed an efficient collision detection method that achieves
interactive rates while tracking self-interactions in highly deformable
surfaces consisting of more that 50,000 elements. The method makes use of a
novel technique for dynamically generating a hierarchy of cloth bounding boxes
in order to perform object-level culling and image-based intersection tests
using conventional graphics hardware support. Keywords: cloth simulation, collision detection, deformable surfaces, graphics
hardware | |||
| The randomized sample tree: a data structure for interactive walkthroughs in externally stored virtual environments | | BIBAK | Full-Text | 137-146 | |
| Jan Klein; Jens Krokowski; Matthias Fischer; Michael Wand; Rolf Wanka; Friedhelm Meyer auf der Heide | |||
| We present a new data structure for rendering highly complex virtual
environments of arbitrary topology. The special feature of our approach is that
it allows an interactive navigation in very large scenes (30 GB/400 million
polygons in our benchmark scenes) that cannot be stored in main memory, but
only on a local or remote hard disk. Furthermore, it allows interactive
rendering of substantially more complex scenes by instantiating objects.
For the computation of an approximate image of the scene, a sampling technique is used. In the preprocessing, a so-called sample tree is built whose nodes contain randomly selected polygons from the scene. This tree only uses space that is linear in the number of polygons. In order to produce an image of the scene, the tree is traversed and polygons stored in the visited nodes are rendered. During the interactive walkthrough, parts of the sample tree are loaded from local or remote hard disk. We implemented our algorithm in a prototypical walkthrough system. Analysis and experiments show that the quality of our images is comparable to images computed by the conventional z-buffer algorithm regardless of the scene topology. Keywords: Monte Carlo techniques, level of detail algorithms, out-of-core rendering,
point sample rendering, rendering systems, spatial data structures | |||
| LAM: luminance attenuation map for photometric uniformity in projection based displays | | BIBAK | Full-Text | 147-154 | |
| Aditi Majumder; Rick Stevens | |||
| Large-area multi-projector displays show significant spatial variation in
color, both within a single projector's field of view and across different
projectors. Recent research in this area has shown that the color variation is
primarily due to luminance variation. Luminance varies within a single
projector's field of view, across different brands of projectors and with the
variation in projector parameters. Luminance variation is also introduced by
overlap between adjacent projectors. On the other hand, chrominance remains
constant throughout a projector's field of view and varies little with the
change in projector parameters, especially for projectors of the same brand.
Hence, matching luminance response of all the pixels of a multi-projector
display should help us to achieve photometric uniformity.
In this paper, we present a method to do a per channel per pixel luminance matching. Our method consists of a one-time calibration procedure when a luminance attenuation map (LAM) is generated. This LAM is then used to correct any image to achieve photometric uniformity. In the one-time calibration step, we first use a camera to measure the per channel luminance response of a multi-projector display and find the pixel with the most "limited" luminance response. Then, for each projector, we generate a per channel LAM that assigns a weight to every pixel of the projector to scale the luminance response of that pixel to match with the most limited response. This LAM is then used to attenuate any image projected by the projector. This method can be extended to do the image correction in real time on traditional graphics pipeline by using alpha blending and color look-up-tables. To the best of our knowledge, this is the first effort to match luminance across all the pixels of a multi-projector display. Our results show that luminance matching can indeed achieve photometric uniformity. Keywords: color calibration, color uniformity, projection based displays, tiled
displays | |||
| The global occlusion map: a new occlusion culling approach | | BIBAK | Full-Text | 155-162 | |
| Wei Hua; Hujun Bao; Qunsheng Peng; A. R. Forrest | |||
| Occlusion culling is an important technique to speed up the rendering
process for walkthroughs in a complex environment. In this paper, we present a
new approach for occlusion culling with respect to a view cell. A compact
representation, the Global Occlusion Map (GOM), is proposed for storing the
global visibility information of general 3D models with respect to the view
cell. The GOM provides a collection of Directional Visibility Barriers (DVB),
which are virtual occluding planes aligned with the main axes of the world
coordinates that act as occluders to reject invisible objects lying behind them
in every direction from a view cell. Since the GOM is a two-dimensional array,
its size is bounded, depending only on the number of the sampled viewing
directions. Furthermore, it is easy to conservatively compress the GOM by
treating it as a depth image. Due to the axial orientations of the DVBs, both
the computational and storage costs for occlusion culling based on the GOM is
minimized. Our implementation shows the Global Occlusion Map is effective and
efficient in urban walkthrough applications. Keywords: global visibility, occlusion culling, potentially visible set, rendering
system, visibility culling | |||
| A multi-server architecture for distributed virtual walkthrough | | BIBAK | Full-Text | 163-170 | |
| Beatrice Ng; Antonio Si; Rynson W. H. Lau; Frederick W. B. Li | |||
| CyberWalk is a distributed virtual walkthrough system that we have
developed. It allows users at different geographical locations to share
information and interact within a common virtual environment (VE) via a local
network or through the Internet. In this paper, we illustrate that when the
number of users exploring the VE increases, the server will quickly become the
bottleneck. To enable good performance, CyberWalk utilizes multiple servers and
employs an adaptive data partitioning techniques to dynamically partition the
whole VE into regions. All objects within each region will be managed by one
server. Under normal circumstances, when a viewer is exploring a region, the
server of that region will be responsible for serving all requests from the
viewer. When a viewer is crossing the boundary of two or more regions, the
servers of all the regions involved will be serving requests from the viewer
since the viewer might be able to view objects within all those regions. We
evaluate the performance of this multi-server architecture of CyberWalk via a
detail simulation model. Keywords: data partition and replication, distributed virtual environments,
multi-server architecture | |||
| Cooperative object manipulation in immersive virtual environments: framework and techniques | | BIBAK | Full-Text | 171-178 | |
| Márcio S. Pinho; Doug A. Bowman; Carla M. D. S. Freitas | |||
| Cooperative manipulation refers to the simultaneous manipulation of a
virtual object by multiple users in an immersive virtual environment. This
paper describes a framework supporting the development of collaborative
manipulation techniques, and example techniques we have tested within this
framework. We describe the modeling of cooperative interaction techniques,
methods of combining simultaneous user actions, and the awareness tools used to
provide the necessary knowledge of partner activities during the cooperative
interaction process. Our framework is based on a Collaborative Metaphor concept
that defines rules to combine user interaction techniques. The combination is
based on the separation of degrees of freedom between two users. Finally, we
present novel combinations of two interaction techniques (Simple Virtual Hand
and Ray-casting). Keywords: cooperative interaction, interaction in virtual environments | |||
| Deployment issues for multi-user audio support in CVEs | | BIBAK | Full-Text | 179-185 | |
| Milena Radenkovic; Chris Greenhalgh; Steve Benford | |||
| We describe an audio service for CVEs, designed to support many people
speaking simultaneously and to operate across the Internet. Our service
exploits a technique called Distributed Partial Mixing (DPM) to dynamically
adapt to varying numbers of speakers and network congestion. Our DPM
implementation dynamically manages the trade-off between congestion and audio
quality when compared to the approaches of peer-to-peer forwarding and total
mixing in a way that is fair to the TCP protocol and so operates as a "good
Internet citizen". This paper focuses on the large-scale deployment of DPM over
wide area networks. In particular we raise and examine the issues when
deploying DPM within the context of large dynamic environments. We argue that
DPM paradigm remains feasible and desirable in such environments. Keywords: CVEs, real-time audio, simultaneous speakers | |||
| Placing three-dimensional models in an uncalibrated single image of an architectural scene | | BIBAK | Full-Text | 186-193 | |
| Sara Keren; Ilan Shimshoni; Ayellet Tal | |||
| This paper discusses the problem of inserting three-dimensional models into
a single image. The main focus of the paper is on the accurate recovery of the
camera's parameters, so that 3D models can be inserted in the "correct"
position and orientation. An important aspect of this paper is a theoretical
and an experimental analysis of the errors. We also implemented a system which
"plants" virtual 3D objects in the image, and tested the system on many indoor
augmented reality scenes. Our analysis and experiments have shown that errors
in the placement of the objects are un-noticeable. Keywords: architectural scenes, augmented reality, camera calibration | |||
| Real space-based virtual studio seamless synthesis of a real set image with a virtual set image | | BIBA | Full-Text | 194-200 | |
| Yuko Yamanouchi; Hideki Mitsumine; Takashi Fukaya; Masahiro Kawakita; Nobuyuki Yagi; Seiki Inoue | |||
| When making a TV program in a studio, care must be taken that the camera does not shoot beyond the boundary of the studio set. In addition, limitations in cost and space for the set must be taken into account. In a virtual studio, on the other hand, we can solve this cost and space problem, but in turn, actors are requested to perform in front of a blue background screen, which is not always an easy task for them. To solve these problems associated with real studios and virtual studios, we have developed a new type of virtual studio called Real Space-based Virtual Studio in which a real space image and virtual space image are combined naturally with no boundary seam. There are two major advantages in using this new virtual-real hybrid system. One is that the actors can concentrate on their role in the real studio sets, and the other is that camera work can be done without worrying about off-screen areas of the set. In the present study, we constructed an omnidirectional image with ultra high-definition features and combined it as a virtual studio image with a real studio image. We have developed an integration system and from the experimentation we have shown that the omnidirectional images and the real studio images can combine smoothly and naturally. | |||
| A manipulation environment of virtual and real objects using a magnetic metaphor | | BIBAK | Full-Text | 201-207 | |
| Yoshifumi Kitamura; Susumu Ogata; Fumio Kishino | |||
| This paper describes a method for the consolidated manipulation of virtual
and real objects using a "magnetic metaphor". The method reduces the behavioral
differences between the virtual and real objects. A limited number of physical
laws are selected and simulated for the virtual objects; at the same time,
limitations are placed on the physical laws for the real objects. Accordingly,
a compromise can be found between the physical laws that operate on virtual
objects and those which operate on real objects. Therefore, a system with this
method enables a user to manipulate virtual and real objects in a similar
manner by expecting the same responses and behaviors according to the same
physical laws. Experimental results show that the proposed method improves the
task performance in the manipulation of virtual and real objects existing in
the same environment simultaneously. Keywords: augmented reality, haptics, magnetic metaphor, mixed reality, object
manipulation, virtual reality, visual simulation | |||