4,652 research outputs found

    Serious Games in Cultural Heritage

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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

    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

    Towards Predictive Rendering in Virtual Reality

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    The strive for generating predictive images, i.e., images representing radiometrically correct renditions of reality, has been a longstanding problem in computer graphics. The exactness of such images is extremely important for Virtual Reality applications like Virtual Prototyping, where users need to make decisions impacting large investments based on the simulated images. Unfortunately, generation of predictive imagery is still an unsolved problem due to manifold reasons, especially if real-time restrictions apply. First, existing scenes used for rendering are not modeled accurately enough to create predictive images. Second, even with huge computational efforts existing rendering algorithms are not able to produce radiometrically correct images. Third, current display devices need to convert rendered images into some low-dimensional color space, which prohibits display of radiometrically correct images. Overcoming these limitations is the focus of current state-of-the-art research. This thesis also contributes to this task. First, it briefly introduces the necessary background and identifies the steps required for real-time predictive image generation. Then, existing techniques targeting these steps are presented and their limitations are pointed out. To solve some of the remaining problems, novel techniques are proposed. They cover various steps in the predictive image generation process, ranging from accurate scene modeling over efficient data representation to high-quality, real-time rendering. A special focus of this thesis lays on real-time generation of predictive images using bidirectional texture functions (BTFs), i.e., very accurate representations for spatially varying surface materials. The techniques proposed by this thesis enable efficient handling of BTFs by compressing the huge amount of data contained in this material representation, applying them to geometric surfaces using texture and BTF synthesis techniques, and rendering BTF covered objects in real-time. Further approaches proposed in this thesis target inclusion of real-time global illumination effects or more efficient rendering using novel level-of-detail representations for geometric objects. Finally, this thesis assesses the rendering quality achievable with BTF materials, indicating a significant increase in realism but also confirming the remainder of problems to be solved to achieve truly predictive image generation

    An asynchronous method for cloud-based rendering

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    Interactive high-fidelity rendering is still unachievable on many consumer devices. Cloud gaming services have shown promise in delivering interactive graphics beyond the individual capabilities of user devices. However, a number of shortcomings are manifest in these systems: high network bandwidths are required for higher resolutions and input lag due to network fluctuations heavily disrupts user experience. In this paper, we present a scalable solution for interactive high-fidelity graphics based on a distributed rendering pipeline where direct lighting is computed on the client device and indirect lighting in the cloud. The client device keeps a local cache for indirect lighting which is asynchronously updated using an object space representation; this allows us to achieve interactive rates that are unconstrained by network performance for a wide range of display resolutions that are also robust to input lag. Furthermore, in multi-user environments, the computation of indirect lighting is amortised over participating clients

    Defining Reality in Virtual Reality: Exploring Visual Appearance and Spatial Experience Focusing on Colour

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    Today, different actors in the design process have communication difficulties in visualizing and predictinghow the not yet built environment will be experienced. Visually believable virtual environments (VEs) can make it easier for architects, users and clients to participate in the planning process. This thesis deals with the difficulties of translating reality into digital counterparts, focusing on visual appearance(particularly colour) and spatial experience. The goal is to develop knowledge of how differentaspects of a VE, especially light and colour, affect the spatial experience; and thus to contribute to a better understanding of the prerequisites for visualizing believable spatial VR-models. The main aims are to 1) identify problems and test solutions for simulating realistic spatial colour and light in VR; and 2) develop knowledge of the spatial conditions in VR required to convey believable experiences; and evaluate different ways of visualizing spatial experiences. The studies are conducted from an architecturalperspective; i.e. the whole of the spatial settings is considered, which is a complex task. One important contribution therefore concerns the methodology. Different approaches were used: 1) a literature review of relevant research areas; 2) a comparison between existing studies on colour appearance in 2D vs 3D; 3) a comparison between a real room and different VR-simulations; 4) elaborationswith an algorithm for colour correction; 5) reflections in action on a demonstrator for correct appearance and experience; and 6) an evaluation of texture-styles with non-photorealistic expressions. The results showed various problems related to the translation and comparison of reality to VR. The studies pointed out the significance of inter-reflections; colour variations; perceived colour of light and shadowing for the visual appearance in real rooms. Some differences in VR were connected to arbitrary parameter settings in the software; heavily simplified chromatic information on illumination; and incorrectinter-reflections. The models were experienced differently depending on the application. Various spatial differences between reality and VR could be solved by visual compensation. The study with texture-styles pointed out the significance of varying visual expressions in VR-models

    Defining Reality in Virtual Reality: Exploring Visual Appearance and Spatial Experience Focusing on Colour

    Get PDF
    Today, different actors in the design process have communication difficulties in visualizing and predictinghow the not yet built environment will be experienced. Visually believable virtual environments (VEs) can make it easier for architects, users and clients to participate in the planning process. This thesis deals with the difficulties of translating reality into digital counterparts, focusing on visual appearance(particularly colour) and spatial experience. The goal is to develop knowledge of how differentaspects of a VE, especially light and colour, affect the spatial experience; and thus to contribute to a better understanding of the prerequisites for visualizing believable spatial VR-models. The main aims are to 1) identify problems and test solutions for simulating realistic spatial colour and light in VR; and 2) develop knowledge of the spatial conditions in VR required to convey believable experiences; and evaluate different ways of visualizing spatial experiences. The studies are conducted from an architecturalperspective; i.e. the whole of the spatial settings is considered, which is a complex task. One important contribution therefore concerns the methodology. Different approaches were used: 1) a literature review of relevant research areas; 2) a comparison between existing studies on colour appearance in 2D vs 3D; 3) a comparison between a real room and different VR-simulations; 4) elaborationswith an algorithm for colour correction; 5) reflections in action on a demonstrator for correct appearance and experience; and 6) an evaluation of texture-styles with non-photorealistic expressions. The results showed various problems related to the translation and comparison of reality to VR. The studies pointed out the significance of inter-reflections; colour variations; perceived colour of light and shadowing for the visual appearance in real rooms. Some differences in VR were connected to arbitrary parameter settings in the software; heavily simplified chromatic information on illumination; and incorrectinter-reflections. The models were experienced differently depending on the application. Various spatial differences between reality and VR could be solved by visual compensation. The study with texture-styles pointed out the significance of varying visual expressions in VR-models

    Interactive global illumination on the CPU

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    Computing realistic physically-based global illumination in real-time remains one of the major goals in the fields of rendering and visualisation; one that has not yet been achieved due to its inherent computational complexity. This thesis focuses on CPU-based interactive global illumination approaches with an aim to develop generalisable hardware-agnostic algorithms. Interactive ray tracing is reliant on spatial and cache coherency to achieve interactive rates which conflicts with needs of global illumination solutions which require a large number of incoherent secondary rays to be computed. Methods that reduce the total number of rays that need to be processed, such as Selective rendering, were investigated to determine how best they can be utilised. The impact that selective rendering has on interactive ray tracing was analysed and quantified and two novel global illumination algorithms were developed, with the structured methodology used presented as a framework. Adaptive Inter- leaved Sampling, is a generalisable approach that combines interleaved sampling with an adaptive approach, which uses efficient component-specific adaptive guidance methods to drive the computation. Results of up to 11 frames per second were demonstrated for multiple components including participating media. Temporal Instant Caching, is a caching scheme for accelerating the computation of diffuse interreflections to interactive rates. This approach achieved frame rates exceeding 9 frames per second for the majority of scenes. Validation of the results for both approaches showed little perceptual difference when comparing against a gold-standard path-traced image. Further research into caching led to the development of a new wait-free data access control mechanism for sharing the irradiance cache among multiple rendering threads on a shared memory parallel system. By not serialising accesses to the shared data structure the irradiance values were shared among all the threads without any overhead or contention, when reading and writing simultaneously. This new approach achieved efficiencies between 77% and 92% for 8 threads when calculating static images and animations. This work demonstrates that, due to the flexibility of the CPU, CPU-based algorithms remain a valid and competitive choice for achieving global illumination interactively, and an alternative to the generally brute-force GPU-centric algorithms

    Efficient representations of large radiosity matrices

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    The radiosity equation can be expressed as a linear system, where light interactions between patches of the scene are considered. Its resolution has been one of the main subjects in computer graphics, which has lead to the development of methods focused on different goals. For instance, in inverse lighting problems, it is convenient to solve the radiosity equation thousands of times for static geometries. Also, this calculation needs to consider many (or infinite) light bounces to achieve accurate global illumination results. Several methods have been developed to solve the linear system by finding approximations or other representations of the radiosity matrix, because the full storage of this matrix is memory demanding. Some examples are hierarchical radiosity, progressive refinement approaches, or wavelet radiosity. Even though these methods are memory efficient, they may become slow for many light bounces, due to their iterative nature. Recently, efficient methods have been developed for the direct resolution of the radiosity equation. In this case, the challenge is to reduce the memory requirements of the radiosity matrix, and its inverse. The main objective of this thesis is exploiting the properties of specific problems to reduce the memory requirements of the radiosity problem. Hereby, two types of problems are analyzed. The first problem is to solve radiosity for scenes with a high spatial coherence, such as it happens to some architectural models. The second involves scenes with a high occlusion factor between patches. For the high spatial coherence case, a novel and efficient error-bounded factorization method is presented. It is based on the use of multiple singular value decompositions along with a space filling curve, which allows to exploit spatial coherence. This technique accelerates the factorization of in-core matrices, and allows to work with out-of-core matrices passing only one time over them. In the experimental analysis, the presented method is applied to scenes up to 163K patches. After a precomputation stage, it is used to solve the radiosity equation for fixed geometries and infinite bounces, at interactive times. For the high occlusion problem, city models are used. In this case, the sparsity of the radiosity matrix is exploited. An approach for radiative exchange computation is proposed, where the inverse of the radiosity matrix is approximated. In this calculation, near-zero elements are removed, leading to a highly sparse result. This technique is applied to simulate daylight in urban environments composed by up to 140k patches.La ecuación de radiosidad tiene por objetivo el cálculo de la interacción de la luz con los elementos de la escena. Esta se puede expresar como un sistema lineal, cuya resolución ha derivado en el desarrollo de diversos métodos gráficos para satisfacer propósitos específicos. Por ejemplo, en problemas inversos de iluminación para geometrías estáticas, se debe resolver la ecuación de radiosidad miles de veces. Además, este cálculo debe considerar muchos (infinitos) rebotes de luz, si se quieren obtener resultados precisos de iluminación global. Entre los métodos desarrollados, se destacan aquellos que generan aproximaciones u otras representaciones de la matriz de radiosidad, debido a que su almacenamiento requiere grandes cantidades de memoria. Algunos ejemplos de estas técnicas son la radiosidad jerárquica, el refinamiento progresivo y la radiosidad basada en wavelets. Si bien estos métodos son eficientes en cuanto a memoria, pueden ser lentos cuando se requiere el cálculo de muchos rebotes de luz, debido a su naturaleza iterativa. Recientemente se han desarrollado métodos eficientes para la resolución directa de la ecuación de radiosidad, basados en el pre-cómputo de la inversa de la matriz de radiosidad. En estos casos, el desafío consiste en reducir los requerimientos de memoria y tiempo de ejecución para el cálculo de la matriz y de su inversa. El principal objetivo de la tesis consiste en explotar propiedades específicas de ciertos problemas de iluminación para reducir los requerimientos de memoria de la ecuación de radiosidad. En este contexto, se analizan dos casos diferentes. El primero consiste en hallar la radiosidad para escenas con alta coherencia espacial, tal como ocurre en algunos modelos arquitectónicos. El segundo involucra escenas con un elevado factor de oclusión entre parches. Para el caso de alta coherencia espacial, se presenta un nuevo método de factorización de matrices que es computacionalmente eficiente y que genera aproximaciones cuyo error es configurable. Está basado en el uso de múltiples descomposiciones en valores singulares (SVD) junto a una curva de recubrimiento espacial, lo que permite explotar la coherencia espacial. Esta técnica acelera la factorización de matrices que entran en memoria, y permite trabajar con matrices que no entran en memoria, recorriéndolas una única vez. En el análisis experimental, el método presentado es aplicado a escenas de hasta 163 mil parches. Luego de una etapa de precómputo, se logra resolver la ecuación de radiosidad en tiempos interactivos, para geométricas estáticas e infinitos rebotes. Para el problema de alta oclusión, se utilizan modelos de ciudades. En este caso, se aprovecha la baja densidad de la matriz de radiosidad, y se propone una técnica para el cálculo aproximado de su inversa. En este cálculo, los elementos cercanos a cero son eliminados. La técnica es aplicada a la simulación de la luz natural en ambientes urbanos compuestos por hasta 140 mil parches
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