3,740 research outputs found

    Perceptual effects of volumetric shading models in stereoscopic desktop-based environments

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    Throughout the years, many shading techniques have been developed to improve the conveying of information in Volume Visualization. Some of these methods, usually referred to as realistic, are supposed to provide better cues for the understanding of volume data sets. While shading approaches are heavily exploited in traditional monoscopic setups, no previous study has analyzed the effect of these techniques in Virtual Reality. To further explore the influence of shading on the understanding of volume data in such environments, we carried out a user study in a desktop-based stereoscopic setup. The goals of the study were to investigate the impact of well-known shading approaches and the influence of real illumination on depth perception. Participants had to perform three different perceptual tasks when exposed to static visual stimuli. 45 participants took part in the study, giving us 1152 trials for each task. Results show that advanced shading techniques improve depth perception in stereoscopic volume visualization. As well, external lighting does not affect depth perception when these shading methods are applied. As a result, we derive some guidelines that may help the researchers when selecting illumination models for stereoscopic rendering.Peer ReviewedPostprint (author's final draft

    Realistic Haptics Interaction in Complex Virtual Environments

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    Serious Games in Cultural Heritage

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    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

    Developing serious games for cultural heritage: a state-of-the-art review

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    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

    Generation and Rendering of Interactive Ground Vegetation for Real-Time Testing and Validation of Computer Vision Algorithms

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    During the development process of new algorithms for computer vision applications, testing and evaluation in real outdoor environments is time-consuming and often difficult to realize. Thus, the use of artificial testing environments is a flexible and cost-efficient alternative. As a result, the development of new techniques for simulating natural, dynamic environments is essential for real-time virtual reality applications, which are commonly known as Virtual Testbeds. Since the first basic usage of Virtual Testbeds several years ago, the image quality of virtual environments has almost reached a level close to photorealism even in real-time due to new rendering approaches and increasing processing power of current graphics hardware. Because of that, Virtual Testbeds can recently be applied in application areas like computer vision, that strongly rely on realistic scene representations. The realistic rendering of natural outdoor scenes has become increasingly important in many application areas, but computer simulated scenes often differ considerably from real-world environments, especially regarding interactive ground vegetation. In this article, we introduce a novel ground vegetation rendering approach, that is capable of generating large scenes with realistic appearance and excellent performance. Our approach features wind animation, as well as object-to-grass interaction and delivers realistically appearing grass and shrubs at all distances and from all viewing angles. This greatly improves immersion, as well as acceptance, especially in virtual training applications. Nevertheless, the rendered results also fulfill important requirements for the computer vision aspect, like plausible geometry representation of the vegetation, as well as its consistence during the entire simulation. Feature detection and matching algorithms are applied to our approach in localization scenarios of mobile robots in natural outdoor environments. We will show how the quality of computer vision algorithms is influenced by highly detailed, dynamic environments, like observed in unstructured, real-world outdoor scenes with wind and object-to-vegetation interaction

    VISIO-HAPTIC DEFORMABLE MODEL FOR HAPTIC DOMINANT PALPATION SIMULATOR

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    Vision and haptic are two most important modalities in a medical simulation. While visual cues assist one to see his actions when performing a medical procedure, haptic cues enable feeling the object being manipulated during the interaction. Despite their importance in a computer simulation, the combination of both modalities has not been adequately assessed, especially that in a haptic dominant environment. Thus, resulting in poor emphasis in resource allocation management in terms of effort spent in rendering the two modalities for simulators with realistic real-time interactions. Addressing this problem requires an investigation on whether a single modality (haptic) or a combination of both visual and haptic could be better for learning skills in a haptic dominant environment such as in a palpation simulator. However, before such an investigation could take place one main technical implementation issue in visio-haptic rendering needs to be addresse

    Constraint-based technique for haptic volume exploration

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    Journal ArticleWe present a haptic rendering technique that uses directional constraints to facilitate enhanced exploration modes for volumetric datasets. The algorithm restricts user motion in certain directions by incrementally moving a proxy point along the axes of a local reference frame. Reaction forces are generated by a spring coupler between the proxy and the data probe, which can be tuned to the capabilities of the haptic interface. Secondary haptic effects including field forces, friction, and texture can be easily incorporated to convey information about additional characteristics of the data. We illustrate the technique with two examples: displaying fiber orientation in heart muscle layers and exploring diffusion tensor fiber tracts in brain white matter tissue. Initial evaluation of the approach indicates that haptic constraints provide an intuitive means for displaying directional information in volume data

    Immersive ExaBrick: Visualizing Large AMR Data in the CAVE

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    Rendering large adaptive mesh refinement (AMR) data in real-time in virtual reality (VR) environments is a complex challenge that demands sophisticated techniques and tools. The proposed solution harnesses the ExaBrick framework and integrates it as a plugin in COVISE, a robust visualization system equipped with the VR-centric OpenCOVER render module. This setup enables direct navigation and interaction within the rendered volume in a VR environment. The user interface incorporates rendering options and functions, ensuring a smooth and interactive experience. We show that high-quality volume rendering of AMR data in VR environments at interactive rates is possible using GPUs

    From Capture to Display: A Survey on Volumetric Video

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    Volumetric video, which offers immersive viewing experiences, is gaining increasing prominence. With its six degrees of freedom, it provides viewers with greater immersion and interactivity compared to traditional videos. Despite their potential, volumetric video services poses significant challenges. This survey conducts a comprehensive review of the existing literature on volumetric video. We firstly provide a general framework of volumetric video services, followed by a discussion on prerequisites for volumetric video, encompassing representations, open datasets, and quality assessment metrics. Then we delve into the current methodologies for each stage of the volumetric video service pipeline, detailing capturing, compression, transmission, rendering, and display techniques. Lastly, we explore various applications enabled by this pioneering technology and we present an array of research challenges and opportunities in the domain of volumetric video services. This survey aspires to provide a holistic understanding of this burgeoning field and shed light on potential future research trajectories, aiming to bring the vision of volumetric video to fruition.Comment: Submitte
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