182 research outputs found

    Dynamic Illumination for Augmented Reality with Real-Time Interaction

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    Current augmented and mixed reality systems suffer a lack of correct illumination modeling where the virtual objects render the same lighting condition as the real environment. While we are experiencing astonishing results from the entertainment industry in multiple media forms, the procedure is mostly accomplished offline. The illumination information extracted from the physical scene is used to interactively render the virtual objects which results in a more realistic output in real-time. In this paper, we present a method that detects the physical illumination with dynamic scene, then uses the extracted illumination to render the virtual objects added to the scene. The method has three steps that are assumed to be working concurrently in real-time. The first is the estimation of the direct illumination (incident light) from the physical scene using computer vision techniques through a 360° live-feed camera connected to AR device. The second is the simulation of indirect illumination (reflected light) from the real-world surfaces to virtual objects rendering using region capture of 2D texture from the AR camera view. The third is defining the virtual objects with proper lighting and shadowing characteristics using shader language through multiple passes. Finally, we tested our work with multiple lighting conditions to evaluate the accuracy of results based on the shadow falling from the virtual objects which should be consistent with the shadow falling from the real objects with a reduced performance cost

    An Empirical Evaluation of the Performance of Real-Time Illumination Approaches: Realistic Scenes in Augmented Reality

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    Augmented, Virtual, and Mixed Reality (AR/VR/MR) systems have been developed in general, with many of these applications having accomplished significant results, rendering a virtual object in the appropriate illumination model of the real environment is still under investigation. The entertainment industry has presented an astounding outcome in several media form, albeit the rendering process has mostly been done offline. The physical scene contains the illumination information which can be sampled and then used to render the virtual objects in real-time for realistic scene. In this paper, we evaluate the accuracy of our previous and current developed systems that provide real-time dynamic illumination for coherent interactive augmented reality based on the virtual object’s appearance in association with the real world and related criteria. The system achieves that through three simultaneous aspects. (1) The first is to estimate the incident light angle in the real environment using a live-feed 360∘ camera instrumented on an AR device. (2) The second is to simulate the reflected light using two routes: (a) global cube map construction and (b) local sampling. (3) The third is to define the shading properties for the virtual object to depict the correct lighting assets and suitable shadowing imitation. Finally, the performance efficiency is examined in both routes of the system to reduce the general cost. Also, The results are evaluated through shadow observation and user study

    Physically Based Rendering of Synthetic Objects in Real Environments

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    Real-time Illumination and Visual Coherence for Photorealistic Augmented/Mixed Reality

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    A realistically inserted virtual object in the real-time physical environment is a desirable feature in augmented reality (AR) applications and mixed reality (MR) in general. This problem is considered a vital research area in computer graphics, a field that is experiencing ongoing discovery. The algorithms and methods used to obtain dynamic and real-time illumination measurement, estimating, and rendering of augmented reality scenes are utilized in many applications to achieve a realistic perception by humans. We cannot deny the powerful impact of the continuous development of computer vision and machine learning techniques accompanied by the original computer graphics and image processing methods to provide a significant range of novel AR/MR techniques. These techniques include methods for light source acquisition through image-based lighting or sampling, registering and estimating the lighting conditions, and composition of global illumination. In this review, we discussed the pipeline stages with the details elaborated about the methods and techniques that contributed to the development of providing a photo-realistic rendering, visual coherence, and interactive real-time illumination results in AR/MR

    Intuitive and Accurate Material Appearance Design and Editing

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    Creating and editing high-quality materials for photorealistic rendering can be a difficult task due to the diversity and complexity of material appearance. Material design is the process by which artists specify the reflectance properties of a surface, such as its diffuse color and specular roughness. Even with the support of commercial software packages, material design can be a time-consuming trial-and-error task due to the counter-intuitive nature of the complex reflectance models. Moreover, many material design tasks require the physical realization of virtually designed materials as the final step, which makes the process even more challenging due to rendering artifacts and the limitations of fabrication. In this dissertation, we propose a series of studies and novel techniques to improve the intuitiveness and accuracy of material design and editing. Our goal is to understand how humans visually perceive materials, simplify user interaction in the design process and, and improve the accuracy of the physical fabrication of designs. Our first work focuses on understanding the perceptual dimensions for measured material data. We build a perceptual space based on a low-dimensional reflectance manifold that is computed from crowd-sourced data using a multi-dimensional scaling model. Our analysis shows the proposed perceptual space is consistent with the physical interpretation of the measured data. We also put forward a new material editing interface that takes advantage of the proposed perceptual space. We visualize each dimension of the manifold to help users understand how it changes the material appearance. Our second work investigates the relationship between translucency and glossiness in material perception. We conduct two human subject studies to test if subsurface scattering impacts gloss perception and examine how the shape of an object influences this perception. Based on our results, we discuss why it is necessary to include transparent and translucent media for future research in gloss perception and material design. Our third work addresses user interaction in the material design system. We present a novel Augmented Reality (AR) material design prototype, which allows users to visualize their designs against a real environment and lighting. We believe introducing AR technology can make the design process more intuitive and improve the authenticity of the results for both novice and experienced users. To test this assumption, we conduct a user study to compare our prototype with the traditional material design system with gray-scale background and synthetic lighting. The results demonstrate that with the help of AR techniques, users perform better in terms of objectively measured accuracy and time and they are subjectively more satisfied with their results. Finally, our last work turns to the challenge presented by the physical realization of designed materials. We propose a learning-based solution to map the virtually designed appearance to a meso-scale geometry that can be easily fabricated. Essentially, this is a fitting problem, but compared with previous solutions, our method can provide the fabrication recipe with higher reconstruction accuracy for a large fitting gamut. We demonstrate the efficacy of our solution by comparing the reconstructions with existing solutions and comparing fabrication results with the original design. We also provide an application of bi-scale material editing using the proposed method

    Marker hiding methods: Applications in augmented reality

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    © 2015 Taylor & Francis Group, LLC.In augmented reality, the markers are noticeable by their simple design of a rectangular image with black and white areas that disturb the reality of the overall view. As the markerless techniques are not usually robust enough, hiding the markers has a valuable usage, which many researchers have focused on. Categorizing the marker hiding methods is the main motivation of this study, which explains each of them in detail and discusses the advantages and shortcomings of each. The main ideas, enhancements, and future works of the well-known techniques are also comprehensively summarized and analyzed in depth. The main goal of this study is to provide researchers who are interested in markerless or hiding-marker methods an easier approach for choosing the method that is best suited to their aims. This work reviews the different methods that hide the augmented reality marker by using information from its surrounding area. These methods have considerable differences in their smooth continuation of the textures that hide the marker area as well as their performance to hide the augmented reality marker in real time. It is also hoped that our analysis helps researchers find solutions to the drawbacks of each method. © 201

    Ray-on, an On-Site Photometric Augmented Reality Device

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    This paper describes the work done to improve the visitor’s experience while visiting the historical site of Cluny abbey, in Burgundy (France). The church of this abbey, founded in 910 and which was the biggest church of Christendom until the 15th century, has been almost completly destroyed after the French Revolution and so is hard to figure out for the visitors. The usage of virtual reality is one of the way to improve the understanding of the architecture of the site

    Visual Human-Computer Interaction

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