10,998 research outputs found
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
The Iray Light Transport Simulation and Rendering System
While ray tracing has become increasingly common and path tracing is well
understood by now, a major challenge lies in crafting an easy-to-use and
efficient system implementing these technologies. Following a purely
physically-based paradigm while still allowing for artistic workflows, the Iray
light transport simulation and rendering system allows for rendering complex
scenes by the push of a button and thus makes accurate light transport
simulation widely available. In this document we discuss the challenges and
implementation choices that follow from our primary design decisions,
demonstrating that such a rendering system can be made a practical, scalable,
and efficient real-world application that has been adopted by various companies
across many fields and is in use by many industry professionals today
Construction and Evaluation of an Ultra Low Latency Frameless Renderer for VR.
© 2016 IEEE.Latency-the delay between a users action and the response to this action-is known to be detrimental to virtual reality. Latency is typically considered to be a discrete value characterising a delay, constant in time and space-but this characterisation is incomplete. Latency changes across the display during scan-out, and how it does so is dependent on the rendering approach used. In this study, we present an ultra-low latency real-time ray-casting renderer for virtual reality, implemented on an FPGA. Our renderer has a latency of 1 ms from tracker to pixel. Its frameless nature means that the region of the display with the lowest latency immediately follows the scan-beam. This is in contrast to frame-based systems such as those using typical GPUs, for which the latency increases as scan-out proceeds. Using a series of high and low speed videos of our system in use, we confirm its latency of 1 ms. We examine how the renderer performs when driving a traditional sequential scan-out display on a readily available HMO, the Oculus Rift OK2. We contrast this with an equivalent apparatus built using a GPU. Using captured human head motion and a set of image quality measures, we assess the ability of these systems to faithfully recreate the stimuli of an ideal virtual reality system-one with a zero latency tracker, renderer and display running at 1 kHz. Finally, we examine the results of these quality measures, and how each rendering approach is affected by velocity of movement and display persistence. We find that our system, with a lower average latency, can more faithfully draw what the ideal virtual reality system would. Further, we find that with low display persistence, the sensitivity to velocity of both systems is lowered, but that it is much lower for ours
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
LO-FAT: Low-Overhead Control Flow ATtestation in Hardware
Attacks targeting software on embedded systems are becoming increasingly
prevalent. Remote attestation is a mechanism that allows establishing trust in
embedded devices. However, existing attestation schemes are either static and
cannot detect control-flow attacks, or require instrumentation of software
incurring high performance overheads. To overcome these limitations, we present
LO-FAT, the first practical hardware-based approach to control-flow
attestation. By leveraging existing processor hardware features and
commonly-used IP blocks, our approach enables efficient control-flow
attestation without requiring software instrumentation. We show that our
proof-of-concept implementation based on a RISC-V SoC incurs no processor
stalls and requires reasonable area overhead.Comment: Authors' pre-print version to appear in DAC 2017 proceeding
Neural Rendering and Its Hardware Acceleration: A Review
Neural rendering is a new image and video generation method based on deep
learning. It combines the deep learning model with the physical knowledge of
computer graphics, to obtain a controllable and realistic scene model, and
realize the control of scene attributes such as lighting, camera parameters,
posture and so on. On the one hand, neural rendering can not only make full use
of the advantages of deep learning to accelerate the traditional forward
rendering process, but also provide new solutions for specific tasks such as
inverse rendering and 3D reconstruction. On the other hand, the design of
innovative hardware structures that adapt to the neural rendering pipeline
breaks through the parallel computing and power consumption bottleneck of
existing graphics processors, which is expected to provide important support
for future key areas such as virtual and augmented reality, film and television
creation and digital entertainment, artificial intelligence and the metaverse.
In this paper, we review the technical connotation, main challenges, and
research progress of neural rendering. On this basis, we analyze the common
requirements of neural rendering pipeline for hardware acceleration and the
characteristics of the current hardware acceleration architecture, and then
discuss the design challenges of neural rendering processor architecture.
Finally, the future development trend of neural rendering processor
architecture is prospected
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