2,674 research outputs found

    A Multi-Projector Calibration Method for Virtual Reality Simulators with Analytically DeïŹned Screens

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    The geometric calibration of projectors is a demanding task, particularly for the industry of virtual reality simulators. Different methods have been developed during the last decades to retrieve the intrinsic and extrinsic parameters of projectors, most of them being based on planar homographies and some requiring an extended calibration process. The aim of our research work is to design a fast and user-friendly method to provide multi-projector calibration on analytically defined screens, where a sample is shown for a virtual reality Formula 1 simulator that has a cylindrical screen. The proposed method results from the combination of surveying, photogrammetry and image processing approaches, and has been designed by considering the spatial restrictions of virtual reality simulators. The method has been validated from a mathematical point of view, and the complete system which is currently installed in a shopping mall in Spain has been tested by different users

    Projector-Based Augmentation

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    Projector-based augmentation approaches hold the potential of combining the advantages of well-establishes spatial virtual reality and spatial augmented reality. Immersive, semi-immersive and augmented visualizations can be realized in everyday environments – without the need for special projection screens and dedicated display configurations. Limitations of mobile devices, such as low resolution and small field of view, focus constrains, and ergonomic issues can be overcome in many cases by the utilization of projection technology. Thus, applications that do not require mobility can benefit from efficient spatial augmentations. Examples range from edutainment in museums (such as storytelling projections onto natural stone walls in historical buildings) to architectural visualizations (such as augmentations of complex illumination simulations or modified surface materials in real building structures). This chapter describes projector-camera methods and multi-projector techniques that aim at correcting geometric aberrations, compensating local and global radiometric effects, and improving focus properties of images projected onto everyday surfaces

    Critical Technologies in the Cluster of Virtual and Augmented Reality

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    Technologies of creating new products in the field of virtual reality have not only been widely developed, but have already reached the payback stage - primarily in the areas of computer games and simulators for drivers and operators of complex technology, including spacecraft, airplanes, helicopters, cars, etc. As a rule, when discussing these technologies, they add socalled technologies of augmented reality to them. This is logical, but the problem is that, for example, with government funding for the development of these two technologies in a single cluster of programs, there is a danger that all actual projects will be directed to commercialization in the field of virtual reality, whereas this is not so important, since may develop in ways of selffinancing. In this case, there is already a tendency to replace the enlarged concept only with its simplest component, i.e. The term “virtual reality” is used as a synonym for “virtual and augmented reality”, which is completely erroneous. This article aims to distinguish between these terms. To this end, a list of critical subtechnologies has been developed, which is divided into two subsections, one of which relates only to augmented reality technologies. The article may be useful in refining the state support program designed to develop this critical end-to-end digital technology

    An interactive 3D medical visualization system based on a light ïŹeld display

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    This paper presents a prototype medical data visualization system exploiting a light field display and custom direct volume rendering techniques to enhance understanding of massive volumetric data, such as CT, MRI, and PET scans. The system can be integrated with standard medical image archives and extends the capabilities of current radiology workstations by supporting real-time rendering of volumes of potentially unlimited size on light field displays generating dynamic observer-independent light fields. The system allows multiple untracked naked-eye users in a sufficiently large interaction area to coherently perceive rendered volumes as real objects, with stereo and motion parallax cues. In this way, an effective collaborative analysis of volumetric data can be achieved. Evaluation tests demonstrate the usefulness of the generated depth cues and the improved performance in understanding complex spatial structures with respect to standard techniques.883-893Pubblicat

    Design of Immersive Online Hotel Walkthrough System Using Image-Based (Concentric Mosaics) Rendering

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    Conventional hotel booking websites only represents their services in 2D photos to show their facilities. 2D photos are just static photos that cannot be move and rotate. Imagebased virtual walkthrough for the hospitality industry is a potential technology to attract more customers. In this project, a research will be carried out to create an Image-based rendering (IBR) virtual walkthrough and panoramic-based walkthrough by using only Macromedia Flash Professional 8, Photovista Panorama 3.0 and Reality Studio for the interaction of the images. The web-based of the image-based are using the Macromedia Dreamweaver Professional 8. The images will be displayed in Adobe Flash Player 8 or higher. In making image-based walkthrough, a concentric mosaic technique is used while image mosaicing technique is applied in panoramic-based walkthrough. A comparison of the both walkthrough is compared. The study is also focus on the comparison between number of pictures and smoothness of the walkthrough. There are advantages of using different techniques such as image-based walkthrough is a real time walkthrough since the user can walk around right, left, forward and backward whereas the panoramic-based cannot experience real time walkthrough because the user can only view 360 degrees from a fixed spot

    Unobtrusive and pervasive video-based eye-gaze tracking

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    Eye-gaze tracking has long been considered a desktop technology that finds its use inside the traditional office setting, where the operating conditions may be controlled. Nonetheless, recent advancements in mobile technology and a growing interest in capturing natural human behaviour have motivated an emerging interest in tracking eye movements within unconstrained real-life conditions, referred to as pervasive eye-gaze tracking. This critical review focuses on emerging passive and unobtrusive video-based eye-gaze tracking methods in recent literature, with the aim to identify different research avenues that are being followed in response to the challenges of pervasive eye-gaze tracking. Different eye-gaze tracking approaches are discussed in order to bring out their strengths and weaknesses, and to identify any limitations, within the context of pervasive eye-gaze tracking, that have yet to be considered by the computer vision community.peer-reviewe

    A fast and flexible panoramic virtual reality system for behavioural and electrophysiological experiments

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    Ideally, neuronal functions would be studied by performing experiments with unconstrained animals whilst they behave in their natural environment. Although this is not feasible currently for most animal models, one can mimic the natural environment in the laboratory by using a virtual reality (VR) environment. Here we present a novel VR system based upon a spherical projection of computer generated images using a modified commercial data projector with an add-on fish-eye lens. This system provides equidistant visual stimulation with extensive coverage of the visual field, high spatio-temporal resolution and flexible stimulus generation using a standard computer. It also includes a track-ball system for closed-loop behavioural experiments with walking animals. We present a detailed description of the system and characterize it thoroughly. Finally, we demonstrate the VR system’s performance whilst operating in closed-loop conditions by showing the movement trajectories of the cockroaches during exploratory behaviour in a VR forest

    Comparing of radial and tangencial geometric for cylindric panorama

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    Cameras generally have a field of view only large enough to capture a portion of their surroundings. The goal of immersion is to replace many of your senses with virtual ones, so that the virtual environment will feel as real as possible. Panoramic cameras are used to capture the entire 360°view, also known as panoramic images.Virtual reality makes use of these panoramic images to provide a more immersive experience compared to seeing images on a 2D screen. This thesis, which is in the field of Computer vision, focuses on establishing a multi-camera geometry to generate a cylindrical panorama image and successfully implementing it with the cheapest cameras possible. The specific goal of this project is to propose the cameras geometry which will decrease artifact problems related to parallax in the panorama image. We present a new approach of cylindrical panoramic images from multiple cameras which its setup has cameras placed evenly around a circle. Instead of looking outward, which is the traditional ”radial” configuration, we propose to make the optical axes tangent to the camera circle, a ”tangential” configuration. Beside an analysis and comparison of radial and tangential geometries, we provide an experimental setup with real panoramas obtained in realistic conditionsLes camĂ©ras ont gĂ©nĂ©ralement un champ de vision Ă  peine assez grand pour capturer partie de leur environnement. L’objectif de l’immersion est de remplacer virtuellement un grand nombre de sens, de sorte que l’environnement virtuel soit perçu comme le plus rĂ©el possible. Une camĂ©ra panoramique est utilisĂ©e pour capturer l’ensemble d’une vue 360°, Ă©galement connue sous le nom d’image panoramique. La rĂ©alitĂ© virtuelle fait usage de ces images panoramiques pour fournir une expĂ©rience plus immersive par rapport aux images sur un Ă©cran 2D. Cette thĂšse, qui est dans le domaine de la vision par ordinateur, s’intĂ©resse Ă  la crĂ©ation d’une gĂ©omĂ©trie multi-camĂ©ras pour gĂ©nĂ©rer une image cylindrique panoramique et vise une mise en Ɠuvre avec les camĂ©ras moins chĂšres possibles. L’objectif spĂ©cifique de ce projet est de proposer une gĂ©omĂ©trie de camĂ©ra qui va diminuer au maximum les problĂšmes d’artefacts liĂ©s au parallaxe prĂ©sent dans l’image panoramique. Nous prĂ©sentons une nouvelle approche de capture des images panoramiques cylindriques Ă  partir de plusieurs camĂ©ras disposĂ©es uniformĂ©ment autour d’un cercle. Au lieu de regarder vers l’extĂ©rieur, ce qui est la configuration traditionnelle ”radiale”, nous proposons de rendre les axes optiques tangents au cercle des camĂ©ras, une configuration ”tangentielle”. Outre une analyse et la comparaison des gĂ©omĂ©tries radiales et tangentielles, nous fournissons un montage expĂ©rimental avec de vrais panoramas obtenus dans des conditions rĂ©aliste
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