3,472 research outputs found
Augmented reality in architecture degree: new approaches in scene illumination and user evaluation
Postprint (published version
InLoc: Indoor Visual Localization with Dense Matching and View Synthesis
We seek to predict the 6 degree-of-freedom (6DoF) pose of a query photograph
with respect to a large indoor 3D map. The contributions of this work are
three-fold. First, we develop a new large-scale visual localization method
targeted for indoor environments. The method proceeds along three steps: (i)
efficient retrieval of candidate poses that ensures scalability to large-scale
environments, (ii) pose estimation using dense matching rather than local
features to deal with textureless indoor scenes, and (iii) pose verification by
virtual view synthesis to cope with significant changes in viewpoint, scene
layout, and occluders. Second, we collect a new dataset with reference 6DoF
poses for large-scale indoor localization. Query photographs are captured by
mobile phones at a different time than the reference 3D map, thus presenting a
realistic indoor localization scenario. Third, we demonstrate that our method
significantly outperforms current state-of-the-art indoor localization
approaches on this new challenging data
U-DiVE: Design and evaluation of a distributed photorealistic virtual reality environment
This dissertation presents a framework that allows low-cost devices to visualize and
interact with photorealistic scenes. To accomplish this task, the framework makes use of
Unity’s high-definition rendering pipeline, which has a proprietary Ray Tracing algorithm,
and Unity’s streaming package, which allows an application to be streamed within its
editor. The framework allows the composition of a realistic scene using a Ray Tracing
algorithm, and a virtual reality camera with barrel shaders, to correct the lens distortion
needed for the use on an inexpensive cardboard. It also includes a method to collect
the mobile device’s spatial orientation through a web browser to control the user’s view,
delivered via WebRTC. The proposed framework can produce low-latency, realistic and
immersive environments to be accessed through low-cost HMDs and mobile devices. To
evaluate the structure, this work includes the verification of the frame rate achieved by the
server and mobile device, which should be higher than 30 FPS for a smooth experience. In
addition, it discusses whether the overall quality of experience is acceptable by evaluating
the delay of image delivery from the server up to the mobile device, in face of user’s
movement. Our tests showed that the framework reaches a mean latency around 177 (ms)
with household Wi-Fi equipment and a maximum latency variation of 77.9 (ms), among
the 8 scenes tested.Esta dissertação apresenta um framework que permite que dispositivos de baixo
custo visualizem e interajam com cenas fotorrealísticas. Para realizar essa tarefa, o
framework faz uso do pipeline de renderização de alta definição do Unity, que tem um
algoritmo de rastreamento de raio proprietário, e o pacote de streaming do Unity, que
permite o streaming de um aplicativo em seu editor. O framework permite a composição
de uma cena realista usando um algoritmo de Ray Tracing, e uma câmera de realidade
virtual com shaders de barril, para corrigir a distorção da lente necessária para usar um
cardboard de baixo custo. Inclui também um método para coletar a orientação espacial
do dispositivo móvel por meio de um navegador Web para controlar a visão do usuário,
entregue via WebRTC. O framework proposto pode produzir ambientes de baixa latência,
realistas e imersivos para serem acessados por meio de HMDs e dispositivos móveis de
baixo custo. Para avaliar a estrutura, este trabalho considera a verificação da taxa de
quadros alcançada pelo servidor e pelo dispositivo móvel, que deve ser superior a 30 FPS
para uma experiência fluida. Além disso, discute se a qualidade geral da experiência é
aceitável, ao avaliar o atraso da entrega das imagens desde o servidor até o dispositivo
móvel, em face da movimentação do usuário. Nossos testes mostraram que o framework
atinge uma latência média em torno dos 177 (ms) com equipamentos wi-fi de uso doméstico
e uma variação máxima das latências igual a 77.9 (ms), entre as 8 cenas testadas
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
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