3,676 research outputs found

    Understanding Next-Generation VR: Classifying Commodity Clusters for Immersive Virtual Reality

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    Commodity clusters offer the ability to deliver higher performance computer graphics at lower prices than traditional graphics supercomputers. Immersive virtual reality systems demand notoriously high computational requirements to deliver adequate real-time graphics, leading to the emergence of commodity clusters for immersive virtual reality. Such clusters deliver the graphics power needed by leveraging the combined power of several computers to meet the demands of real-time interactive immersive computer graphics.However, the field of commodity cluster-based virtual reality is still in early stages of development and the field is currently adhoc in nature and lacks order. There is no accepted means for comparing approaches and implementers are left with instinctual or trial-and-error means for selecting an approach.This paper provides a classification system that facilitates understanding not only of the nature of different clustering systems but also the interrelations between them. The system is built from a new model for generalized computer graphics applications, which is based on the flow of data through a sequence of operations over the entire context of the application. Prior models and classification systems have been too focused in context and application whereas the system described here provides a unified means for comparison of works within the field

    MeshPipe: a Python-based tool for easy automation and demonstration of geometry processing pipelines

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    The popularization of inexpensive 3D scanning, 3D printing, 3D publishing and AR/VR display technologies have renewed the interest in open-source tools providing the geometry processing algorithms required to clean, repair, enrich, optimize and modify point-based and polygonal-based models. Nowadays, there is a large variety of such open-source tools whose user community includes 3D experts but also 3D enthusiasts and professionals from other disciplines. In this paper we present a Python-based tool that addresses two major caveats of current solutions: the lack of easy-to-use methods for the creation of custom geometry processing pipelines (automation), and the lack of a suitable visual interface for quickly testing, comparing and sharing different pipelines, supporting rapid iterations and providing dynamic feedback to the user (demonstration). From the user's point of view, the tool is a 3D viewer with an integrated Python console from which internal or external Python code can be executed. We provide an easy-to-use but powerful API for element selection and geometry processing. Key algorithms are provided by a high-level C library exposed to the viewer via Python-C bindings. Unlike competing open-source alternatives, our tool has a minimal learning curve and typical pipelines can be written in a few lines of Python code.Peer ReviewedPostprint (published version

    A multi-projector CAVE system with commodity hardware and gesture-based interaction

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    Spatially-immersive systems such as CAVEs provide users with surrounding worlds by projecting 3D models on multiple screens around the viewer. Compared to alternative immersive systems such as HMDs, CAVE systems are a powerful tool for collaborative inspection of virtual environments due to better use of peripheral vision, less sensitivity to tracking errors, and higher communication possibilities among users. Unfortunately, traditional CAVE setups require sophisticated equipment including stereo-ready projectors and tracking systems with high acquisition and maintenance costs. In this paper we present the design and construction of a passive-stereo, four-wall CAVE system based on commodity hardware. Our system works with any mix of a wide range of projector models that can be replaced independently at any time, and achieves high resolution and brightness at a minimum cost. The key ingredients of our CAVE are a self-calibration approach that guarantees continuity across the screen, as well as a gesture-based interaction approach based on a clever combination of skeletal data from multiple Kinect sensors.Preprin

    Augmented Reality Applied in Road Excavation System of Government

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    As one of the presentative novel technologies in recent years, Augmented Reality (AR) has gotten the ROC government’s attention, and thereby the AR-related applications have been taken into official account in facilitating citizen life. In this research, first, a sort-out of the definitions and the scope of three types of Realities—AR, VR, MR—will be offered to tell the much more realistic dimension of AR. Under the official road excavation context in X city via observation method, second, specific AR applications will be proposed by illustrating it in the pre-excavation, the excavation, and the post-excavation phases, respectively. By cross-referencing between the official road excavation system and public infrastructure pipeline databases, third, the related data of pipeline maps could endow the current AR positioning with better accuracy and directionality

    TempoCave: Visualizing Dynamic Connectome Datasets to Support Cognitive Behavioral Therapy

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    We introduce TempoCave, a novel visualization application for analyzing dynamic brain networks, or connectomes. TempoCave provides a range of functionality to explore metrics related to the activity patterns and modular affiliations of different regions in the brain. These patterns are calculated by processing raw data retrieved functional magnetic resonance imaging (fMRI) scans, which creates a network of weighted edges between each brain region, where the weight indicates how likely these regions are to activate synchronously. In particular, we support the analysis needs of clinical psychologists, who examine these modular affiliations and weighted edges and their temporal dynamics, utilizing them to understand relationships between neurological disorders and brain activity, which could have a significant impact on the way in which patients are diagnosed and treated. We summarize the core functionality of TempoCave, which supports a range of comparative tasks, and runs both in a desktop mode and in an immersive mode. Furthermore, we present a real-world use case that analyzes pre- and post-treatment connectome datasets from 27 subjects in a clinical study investigating the use of cognitive behavior therapy to treat major depression disorder, indicating that TempoCave can provide new insight into the dynamic behavior of the human brain

    A Framework for Extended Reality System Development in Manufacturing

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    This paper presents a framework for developing extended reality (XR) systems within manufacturing context. The aim of this study is to develop a systematic framework to improve the usability and user acceptance of future XR systems. So that manufacturing industry can move from the “wow effect” of XR demonstrators into the stage whereas XR systems can be successfully integrated and improve the conventional work routines. It is essential to ensure the usability and user acceptance of XR systems for the wider adoption in manufacturing. The proposed framework was developed through six case studies that covered different XR system developments for different application areas of manufacturing. The framework consists of five iterative phases: (1) requirements analysis, (2) solution selection, (3) data preparation, (4) system implementation and (5) system evaluation. It is validated through one empirical case and seven identified previous studies, which partly aligned with the proposed framework. The proposed framework provides a clear guideline on the steps needed to integrate XR in manufacturing and it extends the XR usage with increased usability and user acceptance. Furthermore, it strengthens the importance of user-centered approach for XR system development in manufacturing
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