85,520 research outputs found

    Interactive mixed reality rendering in a distributed ray tracing framework

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    The recent availability of interactive ray tracing opened the way for new applications and for improving existing ones in terms of quality. Since today CPUs are still too slow for this purpose, the necessary computing power is obtained by connecting a number of machines and using distributed algorithms. Mixed reality rendering - the realm of convincingly combining real and virtual parts to a new composite scene - needs a powerful rendering method to obtain a photorealistic result. The ray tracing algorithm thus provides an excellent basis for photorealistic rendering and also advantages over other methods. It is worth to explore its abilities for interactive mixed reality rendering. This thesis shows the applicability of interactive ray tracing for mixed (MR) and augmented reality (AR) applications on the basis of the OpenRT framework. Two extensions to the OpenRT system are introduced and serve as basic building blocks: streaming video textures and in-shader AR view compositing. Streaming video textures allow for inclusion of the real world into interactive applications in terms of imagery. The AR view compositing mechanism is needed to fully exploit the advantages of modular shading in a ray tracer. A number of example applications from the entire spectrum of the Milgram Reality-Virtuality continuum illustrate the practical implications. An implementation of a classic AR scenario, inserting a virtual object into live video, shows how a differential rendering method can be used in combination with a custom build real-time lightprobe device to capture the incident light and include it into the rendering process to achieve convincing shading and shadows. Another field of mixed reality rendering is the insertion of real actors into a virtual scene in real-time. Two methods - video billboards and a live 3D visual hull reconstruction - are discussed. The implementation of live mixed reality systems is based on a number of technologies beside rendering and a comprehensive understanding of related methods and hardware is necessary. Large parts of this thesis hence deal with the discussion of technical implementations and design alternatives. A final summary discusses the benefits and drawbacks of interactive ray tracing for mixed reality rendering.Die VerfĆ¼gbarkeit von interaktivem Ray-Tracing ebnet den Weg fĆ¼r neue Anwendungen, aber auch fĆ¼r die Verbesserung der QualitƤt bestehener Methoden. Da die heute verfĆ¼gbaren CPUs noch zu langsam sind, ist es notwendig, mehrere Maschinen zu verbinden und verteilte Algorithmen zu verwenden. Mixed Reality Rendering - die Technik der Ć¼berzeugenden Kombination von realen und synthetischen Teilen zu einer neuen Szene - braucht eine leistungsfƤhige Rendering-Methode um photorealistische Ergebnisse zu erzielen. Der Ray-Tracing-Algorithmus bietet hierfĆ¼r eine exzellente Basis, aber auch Vorteile gegenĆ¼ber anderen Methoden. Es ist naheliegend, die Mƶglichkeiten von Ray-Tracing fĆ¼r Mixed-Reality-Anwendungen zu erforschen. Diese Arbeit zeigt die Anwendbarkeit von interaktivem Ray-Tracing fĆ¼r Mixed-Reality (MR) und Augmented-Reality (AR) Anwendungen anhand des OpenRT-Systems. Zwei Erweiterungen dienen als Grundbausteine: Videotexturen und In-Shader AR View Compositing. Videotexturen erlauben die reale Welt in Form von Bildern in den Rendering-Prozess mit einzubeziehen. Der View-Compositing-Mechanismus is notwendig um die ModularitƤt einen Ray-Tracers voll auszunutzen. Eine Reihe von Beispielanwendungen von beiden Enden des Milgramschen Reality-Virtuality-Kontinuums verdeutlichen die praktischen Aspekte. Eine Implementierung des klassischen AR-Szenarios, das EinfĆ¼gen eines virtuellen Objektes in eine Live-Ɯbertragung zeigt, wie mittels einer Differential Rendering Methode und einem selbstgebauten GerƤt zur Erfassung des einfallenden Lichts realistische Beleuchtung und Schatten erzielt werden kƶnnen. Ein anderer Anwendungsbereich ist das EinfĆ¼gen einer realen Person in eine kĆ¼nstliche Szene. Hierzu werden zwei Methoden besprochen: Video-Billboards und eine interaktive 3D Rekonstruktion. Da die Implementierung von Mixed-Reality-Anwendungen Kentnisse und VerstƤndnis einer ganzen Reihe von Technologien nebem dem eigentlichen Rendering voraus setzt, ist eine Diskussion der technischen Grundlagen ein wesentlicher Bestandteil dieser Arbeit. Dies ist notwenig, um die Entscheidungen fĆ¼r bestimmte Designalternativen zu verstehen. Den Abschluss bildet eine Diskussion der Vor- und Nachteile von interaktivem Ray-Tracing fĆ¼r Mixed Reality Anwendungen

    Interactive mixed reality rendering in a distributed ray tracing framework

    Get PDF
    The recent availability of interactive ray tracing opened the way for new applications and for improving existing ones in terms of quality. Since today CPUs are still too slow for this purpose, the necessary computing power is obtained by connecting a number of machines and using distributed algorithms. Mixed reality rendering - the realm of convincingly combining real and virtual parts to a new composite scene - needs a powerful rendering method to obtain a photorealistic result. The ray tracing algorithm thus provides an excellent basis for photorealistic rendering and also advantages over other methods. It is worth to explore its abilities for interactive mixed reality rendering. This thesis shows the applicability of interactive ray tracing for mixed (MR) and augmented reality (AR) applications on the basis of the OpenRT framework. Two extensions to the OpenRT system are introduced and serve as basic building blocks: streaming video textures and in-shader AR view compositing. Streaming video textures allow for inclusion of the real world into interactive applications in terms of imagery. The AR view compositing mechanism is needed to fully exploit the advantages of modular shading in a ray tracer. A number of example applications from the entire spectrum of the Milgram Reality-Virtuality continuum illustrate the practical implications. An implementation of a classic AR scenario, inserting a virtual object into live video, shows how a differential rendering method can be used in combination with a custom build real-time lightprobe device to capture the incident light and include it into the rendering process to achieve convincing shading and shadows. Another field of mixed reality rendering is the insertion of real actors into a virtual scene in real-time. Two methods - video billboards and a live 3D visual hull reconstruction - are discussed. The implementation of live mixed reality systems is based on a number of technologies beside rendering and a comprehensive understanding of related methods and hardware is necessary. Large parts of this thesis hence deal with the discussion of technical implementations and design alternatives. A final summary discusses the benefits and drawbacks of interactive ray tracing for mixed reality rendering.Die VerfĆ¼gbarkeit von interaktivem Ray-Tracing ebnet den Weg fĆ¼r neue Anwendungen, aber auch fĆ¼r die Verbesserung der QualitƤt bestehener Methoden. Da die heute verfĆ¼gbaren CPUs noch zu langsam sind, ist es notwendig, mehrere Maschinen zu verbinden und verteilte Algorithmen zu verwenden. Mixed Reality Rendering - die Technik der Ć¼berzeugenden Kombination von realen und synthetischen Teilen zu einer neuen Szene - braucht eine leistungsfƤhige Rendering-Methode um photorealistische Ergebnisse zu erzielen. Der Ray-Tracing-Algorithmus bietet hierfĆ¼r eine exzellente Basis, aber auch Vorteile gegenĆ¼ber anderen Methoden. Es ist naheliegend, die Mƶglichkeiten von Ray-Tracing fĆ¼r Mixed-Reality-Anwendungen zu erforschen. Diese Arbeit zeigt die Anwendbarkeit von interaktivem Ray-Tracing fĆ¼r Mixed-Reality (MR) und Augmented-Reality (AR) Anwendungen anhand des OpenRT-Systems. Zwei Erweiterungen dienen als Grundbausteine: Videotexturen und In-Shader AR View Compositing. Videotexturen erlauben die reale Welt in Form von Bildern in den Rendering-Prozess mit einzubeziehen. Der View-Compositing-Mechanismus is notwendig um die ModularitƤt einen Ray-Tracers voll auszunutzen. Eine Reihe von Beispielanwendungen von beiden Enden des Milgramschen Reality-Virtuality-Kontinuums verdeutlichen die praktischen Aspekte. Eine Implementierung des klassischen AR-Szenarios, das EinfĆ¼gen eines virtuellen Objektes in eine Live-Ɯbertragung zeigt, wie mittels einer Differential Rendering Methode und einem selbstgebauten GerƤt zur Erfassung des einfallenden Lichts realistische Beleuchtung und Schatten erzielt werden kƶnnen. Ein anderer Anwendungsbereich ist das EinfĆ¼gen einer realen Person in eine kĆ¼nstliche Szene. Hierzu werden zwei Methoden besprochen: Video-Billboards und eine interaktive 3D Rekonstruktion. Da die Implementierung von Mixed-Reality-Anwendungen Kentnisse und VerstƤndnis einer ganzen Reihe von Technologien nebem dem eigentlichen Rendering voraus setzt, ist eine Diskussion der technischen Grundlagen ein wesentlicher Bestandteil dieser Arbeit. Dies ist notwenig, um die Entscheidungen fĆ¼r bestimmte Designalternativen zu verstehen. Den Abschluss bildet eine Diskussion der Vor- und Nachteile von interaktivem Ray-Tracing fĆ¼r Mixed Reality Anwendungen

    Toward future 'mixed reality' learning spaces for STEAM education

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    Digital technology is becoming more integrated and part of modern society. As this begins to happen, technologies including augmented reality, virtual reality, 3d printing and user supplied mobile devices (collectively referred to as mixed reality) are often being touted as likely to become more a part of the classroom and learning environment. In the discipline areas of STEAM education, experts are expected to be at the forefront of technology and how it might fit into their classroom. This is especially important because increasingly, educators are finding themselves surrounded by new learners that expect to be engaged with participatory, interactive, sensory-rich, experimental activities with greater opportunities for student input and creativity. This paper will explore learner and academic perspectives on mixed reality case studies in 3d spatial design (multimedia and architecture), paramedic science and information technology, through the use of existing data as well as additional one-on-one interviews around the use of mixed reality in the classroom. Results show that mixed reality can provide engagement, critical thinking and problem solving benefits for students in line with this new generation of learners, but also demonstrates that more work needs to be done to refine mixed reality solutions for the classroom

    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

    A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays

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    We identify usability challenges facing consumers adopting Virtual Reality (VR) head-mounted displays (HMDs) in a survey of 108 VR HMD users. Users reported significant issues in interacting with, and being aware of their real-world context when using a HMD. Building upon existing work on blending real and virtual environments, we performed three design studies to address these usability concerns. In a typing study, we show that augmenting VR with a view of reality significantly corrected the performance impairment of typing in VR. We then investigated how much reality should be incorporated and when, so as to preserve usersā€™ sense of presence in VR. For interaction with objects and peripherals, we found that selectively presenting reality as users engaged with it was optimal in terms of performance and usersā€™ sense of presence. Finally, we investigated how this selective, engagement-dependent approach could be applied in social environments, to support the userā€™s awareness of the proximity and presence of others
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