7 research outputs found

    Outdoor 3D illumination in real time environments: A novel approach

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    Comprehensive enlightenment is one of the fundamental components that virtualize the real environment. Accordingly, sky shading is one of the important components considered in the virtualization process. This research introduces the Dobashi method of sky luminance; additionally, Radiosity Caster Culling is applied to the virtual objects as the second thought for outside illumination. Pre-Computed Radiance Transfer is connected to ascertain the division of patches. Moreover, for real sky shading, the Perez model is utilized. By pre-ascertaining sky shading vitality and outside light, the vitality of the entire open air is figured ahead of time. The open air vitality is shared on virtual articles to make the situations more practical. Commercial videos and cartoon creators could utilize the strategy to produce real outside situations. © 2017

    LivePhantom: Retrieving Virtual World Light Data to Real Environments.

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    To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera's position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems

    3D URBAN GEOVISUALIZATION: IN SITU AUGMENTED AND MIXED REALITY EXPERIMENTS

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    In this paper, we assume that augmented reality (AR) and mixed reality (MR) are relevant contexts for 3D urban geovisualization, especially in order to support the design of the urban spaces. We propose to design an in situ MR application, that could be helpful for urban designers, providing tools to interactively remove or replace buildings in situ. This use case requires advances regarding existing geovisualization methods. We highlight the need to adapt and extend existing 3D geovisualization pipelines, in order to adjust the specific requirements for AR/MR applications, in particular for data rendering and interaction. In order to reach this goal, we focus on and implement four elementary in situ and ex situ AR/MR experiments: each type of these AR/MR experiments helps to consider and specify a specific subproblem, i.e. scale modification, pose estimation, matching between scene and urban project realism, and the mix of real and virtual elements through portals, while proposing occlusion handling, rendering and interaction techniques to solve them

    Real-time Illumination and Visual Coherence for Photorealistic Augmented/Mixed Reality

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    A realistically inserted virtual object in the real-time physical environment is a desirable feature in augmented reality (AR) applications and mixed reality (MR) in general. This problem is considered a vital research area in computer graphics, a field that is experiencing ongoing discovery. The algorithms and methods used to obtain dynamic and real-time illumination measurement, estimating, and rendering of augmented reality scenes are utilized in many applications to achieve a realistic perception by humans. We cannot deny the powerful impact of the continuous development of computer vision and machine learning techniques accompanied by the original computer graphics and image processing methods to provide a significant range of novel AR/MR techniques. These techniques include methods for light source acquisition through image-based lighting or sampling, registering and estimating the lighting conditions, and composition of global illumination. In this review, we discussed the pipeline stages with the details elaborated about the methods and techniques that contributed to the development of providing a photo-realistic rendering, visual coherence, and interactive real-time illumination results in AR/MR

    Instant indirect illumination for dynamic mixed reality scenes

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    LightSkin: Globale Echtzeitbeleuchtung für Virtual und Augmented Reality

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    In nature, each interaction of light is bound to a global context. Thus, each observable natural light phenomenon is the result of global illumination. It is based on manifold laws of absorption, reflection, and refraction, which are mostly too complex to simulate given the real-time constraints of interactive applications. Therefore, many interactive applications do not support the simulation of those global illumination phenomena yet, which results in unrealistic and synthetic-looking renderings. This unrealistic rendering becomes especially a problem in the context of virtual reality and augmented reality applications, where the user should experience the simulation as realistic as possible. In this thesis we present a novel approach called LightSkin that calculates global illumination phenomena in real-time. The approach was especially developed for virtual reality and augmented reality applications satisfying several constraints coming along with those applications. As part of the approach we introduce a novel interpolation scheme, which is capable to calculate realistic indirect illumination results based on a few number of supporting points, distributed on model surfaces. Each supporting point creates its own proxy light sources, which are used to represent the whole indirect illumination for this point in a compact manner. These proxy light sources are then linearly interpolated to obtain dense results for the entire visible scene. Due to an efficient implementation on GPU, the method is very fast supporting complex and dynamic scenes. Based on the approach, it is possible to simulate diffuse and glossy indirect reflections, soft shadows, and multiple subsurface scattering phenomena without neglecting filigree surface details. Furthermore, the method can be adapted to augmented reality applications providing mutual global illumination effects between dynamic real and virtual objects using an active RGB-D sensor device. In contrast to existing interactive global illumination approaches, our approach supports all kinds of animations, handling them more efficient, not requiring extra calculations or leading to disturbing temporal artifacts. This thesis contains all information needed to understand, implement, and evaluate the novel LightSkin approach and also provides a comprehensive overview of the related field of research.In der Natur ist jede Interaktion des Lichts mit Materie in einen globalen Kontext eingebunden, weswegen alle natürlichen Beleuchtungsphänomene in unserer Umwelt das Resultat globaler Beleuchtung sind. Diese basiert auf der Anwendung mannigfaltiger Absorptions-, Reflexions- und Brechungsgesetze, deren Simulation so komplex ist, dass interaktive Anwendungen diese nicht in wenigen Millisekunden berechnen können. Deshalb wurde bisher in vielen interaktiven Systemen auf die Abbildung von solchen globalen Beleuchtungsphänomenen verzichtet, was jedoch zu einer unrealistischen und synthetisch-wirkenden Darstellung führte. Diese unrealistische Darstellung ist besonders für die Anwendungsfelder Virtual Reality und Augmented Reality, bei denen der Nutzer eine möglichst realitätsnahe Simulation erfahren soll, ein gewichtiger Nachteil. In dieser Arbeit wird das LightSkin-Verfahren vorgestellt, das es erlaubt, globale Beleuchtungsphänomene in einer Echtzeitanwendung darzustellen. Das Verfahren wurde speziell für die Anwendungsfelder Virtual Reality und Augmented Reality entwickelt und erfüllt spezifische Anforderungen, die diese an eine Echtzeitanwendung stellen. Bei dem Verfahren wird das indirekte Licht durch eine geringe Anzahl von Punktlichtquellen (Proxy-Lichtquellen) repräsentiert, die für eine lose Menge von Oberflächenpunkten (Caches) berechnet und anschließend über die komplette sichtbare Szene interpoliert werden. Diese neue Form der Repräsentation der indirekten Beleuchtung erlaubt eine effiziente Berechnung von diffusen und glänzenden indirekten Reflexionen, die Abbildung von weichen Schatten und die Simulation von Multiple-Subsurface-Scattering-Effekten in Echtzeit für komplexe und voll dynamische Szenen. Ferner wird gezeigt, wie das Verfahren modifiziert werden kann, um globale Lichtwechselwirkungen zwischen realen und virtuellen Objekten in einer Augmented-Reality-Anwendung zu simulieren. Im Gegensatz zu den meisten existierenden Echtzeitverfahren zur Simulation von globalen Beleuchtungseffekten benötigt der hier vorgestellte Ansatz keine aufwändigen zusätzlichen Berechnungen bei Animationen und erzeugt darüber hinaus für diese keine visuellen Artefakte. Diese Arbeit enthält alle Informationen, die zum Verständnis, zur Implementierung und zur Evaluation des LightSkin-Verfahrens benötigt werden und gibt darüber hinaus einen umfassenden Über- blick über das Forschungsfeld
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