8 research outputs found

    Interactive mixed reality rendering in a distributed ray tracing framework

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    The recent availability of interactive ray tracing opened the way for new applications and for improving existing ones in terms of quality. Since today CPUs are still too slow for this purpose, the necessary computing power is obtained by connecting a number of machines and using distributed algorithms. Mixed reality rendering - the realm of convincingly combining real and virtual parts to a new composite scene - needs a powerful rendering method to obtain a photorealistic result. The ray tracing algorithm thus provides an excellent basis for photorealistic rendering and also advantages over other methods. It is worth to explore its abilities for interactive mixed reality rendering. This thesis shows the applicability of interactive ray tracing for mixed (MR) and augmented reality (AR) applications on the basis of the OpenRT framework. Two extensions to the OpenRT system are introduced and serve as basic building blocks: streaming video textures and in-shader AR view compositing. Streaming video textures allow for inclusion of the real world into interactive applications in terms of imagery. The AR view compositing mechanism is needed to fully exploit the advantages of modular shading in a ray tracer. A number of example applications from the entire spectrum of the Milgram Reality-Virtuality continuum illustrate the practical implications. An implementation of a classic AR scenario, inserting a virtual object into live video, shows how a differential rendering method can be used in combination with a custom build real-time lightprobe device to capture the incident light and include it into the rendering process to achieve convincing shading and shadows. Another field of mixed reality rendering is the insertion of real actors into a virtual scene in real-time. Two methods - video billboards and a live 3D visual hull reconstruction - are discussed. The implementation of live mixed reality systems is based on a number of technologies beside rendering and a comprehensive understanding of related methods and hardware is necessary. Large parts of this thesis hence deal with the discussion of technical implementations and design alternatives. A final summary discusses the benefits and drawbacks of interactive ray tracing for mixed reality rendering.Die Verfügbarkeit von interaktivem Ray-Tracing ebnet den Weg für neue Anwendungen, aber auch für die Verbesserung der Qualität bestehener Methoden. Da die heute verfügbaren CPUs noch zu langsam sind, ist es notwendig, mehrere Maschinen zu verbinden und verteilte Algorithmen zu verwenden. Mixed Reality Rendering - die Technik der überzeugenden Kombination von realen und synthetischen Teilen zu einer neuen Szene - braucht eine leistungsfähige Rendering-Methode um photorealistische Ergebnisse zu erzielen. Der Ray-Tracing-Algorithmus bietet hierfür eine exzellente Basis, aber auch Vorteile gegenüber anderen Methoden. Es ist naheliegend, die Möglichkeiten von Ray-Tracing für Mixed-Reality-Anwendungen zu erforschen. Diese Arbeit zeigt die Anwendbarkeit von interaktivem Ray-Tracing für Mixed-Reality (MR) und Augmented-Reality (AR) Anwendungen anhand des OpenRT-Systems. Zwei Erweiterungen dienen als Grundbausteine: Videotexturen und In-Shader AR View Compositing. Videotexturen erlauben die reale Welt in Form von Bildern in den Rendering-Prozess mit einzubeziehen. Der View-Compositing-Mechanismus is notwendig um die Modularität einen Ray-Tracers voll auszunutzen. Eine Reihe von Beispielanwendungen von beiden Enden des Milgramschen Reality-Virtuality-Kontinuums verdeutlichen die praktischen Aspekte. Eine Implementierung des klassischen AR-Szenarios, das Einfügen eines virtuellen Objektes in eine Live-Übertragung zeigt, wie mittels einer Differential Rendering Methode und einem selbstgebauten Gerät zur Erfassung des einfallenden Lichts realistische Beleuchtung und Schatten erzielt werden können. Ein anderer Anwendungsbereich ist das Einfügen einer realen Person in eine künstliche Szene. Hierzu werden zwei Methoden besprochen: Video-Billboards und eine interaktive 3D Rekonstruktion. Da die Implementierung von Mixed-Reality-Anwendungen Kentnisse und Verständnis einer ganzen Reihe von Technologien nebem dem eigentlichen Rendering voraus setzt, ist eine Diskussion der technischen Grundlagen ein wesentlicher Bestandteil dieser Arbeit. Dies ist notwenig, um die Entscheidungen für bestimmte Designalternativen zu verstehen. Den Abschluss bildet eine Diskussion der Vor- und Nachteile von interaktivem Ray-Tracing für Mixed Reality Anwendungen

    Interactive mixed reality rendering in a distributed ray tracing framework

    Get PDF
    The recent availability of interactive ray tracing opened the way for new applications and for improving existing ones in terms of quality. Since today CPUs are still too slow for this purpose, the necessary computing power is obtained by connecting a number of machines and using distributed algorithms. Mixed reality rendering - the realm of convincingly combining real and virtual parts to a new composite scene - needs a powerful rendering method to obtain a photorealistic result. The ray tracing algorithm thus provides an excellent basis for photorealistic rendering and also advantages over other methods. It is worth to explore its abilities for interactive mixed reality rendering. This thesis shows the applicability of interactive ray tracing for mixed (MR) and augmented reality (AR) applications on the basis of the OpenRT framework. Two extensions to the OpenRT system are introduced and serve as basic building blocks: streaming video textures and in-shader AR view compositing. Streaming video textures allow for inclusion of the real world into interactive applications in terms of imagery. The AR view compositing mechanism is needed to fully exploit the advantages of modular shading in a ray tracer. A number of example applications from the entire spectrum of the Milgram Reality-Virtuality continuum illustrate the practical implications. An implementation of a classic AR scenario, inserting a virtual object into live video, shows how a differential rendering method can be used in combination with a custom build real-time lightprobe device to capture the incident light and include it into the rendering process to achieve convincing shading and shadows. Another field of mixed reality rendering is the insertion of real actors into a virtual scene in real-time. Two methods - video billboards and a live 3D visual hull reconstruction - are discussed. The implementation of live mixed reality systems is based on a number of technologies beside rendering and a comprehensive understanding of related methods and hardware is necessary. Large parts of this thesis hence deal with the discussion of technical implementations and design alternatives. A final summary discusses the benefits and drawbacks of interactive ray tracing for mixed reality rendering.Die Verfügbarkeit von interaktivem Ray-Tracing ebnet den Weg für neue Anwendungen, aber auch für die Verbesserung der Qualität bestehener Methoden. Da die heute verfügbaren CPUs noch zu langsam sind, ist es notwendig, mehrere Maschinen zu verbinden und verteilte Algorithmen zu verwenden. Mixed Reality Rendering - die Technik der überzeugenden Kombination von realen und synthetischen Teilen zu einer neuen Szene - braucht eine leistungsfähige Rendering-Methode um photorealistische Ergebnisse zu erzielen. Der Ray-Tracing-Algorithmus bietet hierfür eine exzellente Basis, aber auch Vorteile gegenüber anderen Methoden. Es ist naheliegend, die Möglichkeiten von Ray-Tracing für Mixed-Reality-Anwendungen zu erforschen. Diese Arbeit zeigt die Anwendbarkeit von interaktivem Ray-Tracing für Mixed-Reality (MR) und Augmented-Reality (AR) Anwendungen anhand des OpenRT-Systems. Zwei Erweiterungen dienen als Grundbausteine: Videotexturen und In-Shader AR View Compositing. Videotexturen erlauben die reale Welt in Form von Bildern in den Rendering-Prozess mit einzubeziehen. Der View-Compositing-Mechanismus is notwendig um die Modularität einen Ray-Tracers voll auszunutzen. Eine Reihe von Beispielanwendungen von beiden Enden des Milgramschen Reality-Virtuality-Kontinuums verdeutlichen die praktischen Aspekte. Eine Implementierung des klassischen AR-Szenarios, das Einfügen eines virtuellen Objektes in eine Live-Übertragung zeigt, wie mittels einer Differential Rendering Methode und einem selbstgebauten Gerät zur Erfassung des einfallenden Lichts realistische Beleuchtung und Schatten erzielt werden können. Ein anderer Anwendungsbereich ist das Einfügen einer realen Person in eine künstliche Szene. Hierzu werden zwei Methoden besprochen: Video-Billboards und eine interaktive 3D Rekonstruktion. Da die Implementierung von Mixed-Reality-Anwendungen Kentnisse und Verständnis einer ganzen Reihe von Technologien nebem dem eigentlichen Rendering voraus setzt, ist eine Diskussion der technischen Grundlagen ein wesentlicher Bestandteil dieser Arbeit. Dies ist notwenig, um die Entscheidungen für bestimmte Designalternativen zu verstehen. Den Abschluss bildet eine Diskussion der Vor- und Nachteile von interaktivem Ray-Tracing für Mixed Reality Anwendungen

    MediaSync: Handbook on Multimedia Synchronization

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    This book provides an approachable overview of the most recent advances in the fascinating field of media synchronization (mediasync), gathering contributions from the most representative and influential experts. Understanding the challenges of this field in the current multi-sensory, multi-device, and multi-protocol world is not an easy task. The book revisits the foundations of mediasync, including theoretical frameworks and models, highlights ongoing research efforts, like hybrid broadband broadcast (HBB) delivery and users' perception modeling (i.e., Quality of Experience or QoE), and paves the way for the future (e.g., towards the deployment of multi-sensory and ultra-realistic experiences). Although many advances around mediasync have been devised and deployed, this area of research is getting renewed attention to overcome remaining challenges in the next-generation (heterogeneous and ubiquitous) media ecosystem. Given the significant advances in this research area, its current relevance and the multiple disciplines it involves, the availability of a reference book on mediasync becomes necessary. This book fills the gap in this context. In particular, it addresses key aspects and reviews the most relevant contributions within the mediasync research space, from different perspectives. Mediasync: Handbook on Multimedia Synchronization is the perfect companion for scholars and practitioners that want to acquire strong knowledge about this research area, and also approach the challenges behind ensuring the best mediated experiences, by providing the adequate synchronization between the media elements that constitute these experiences

    Spinoff 2008: 50 Years of NASA-Derived Technologies (1958-2008)

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    NASA Technology Benefiting Society subject headings include: Health and Medicine, Transportation, Public Safety, Consumer, Home and Recreation, Environmental and Agricultural Resources, Computer Technology, and Industrial Productivity. Other topics covered include: Aeronautics and Space Activities, Education News, Partnership News, and the Innovative Partnership Program

    Parliament Buildings: The architecture of politics in Europe

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    As political polarisation undermines confidence in the shared values and established constitutional orders of many nations, it is imperative that we explore how parliaments are to stay relevant and accessible to the citizens whom they serve. The rise of modern democracies is thought to have found physical expression in the staged unity of the parliamentary seating plan. However, the built forms alone cannot give sufficient testimony to the exercise of power in political life. Parliament Buildings brings together architecture, history, art history, history of political thought, sociology, behavioural psychology, anthropology and political science to raise a host of challenging questions. How do parliament buildings give physical form to norms and practices, to behaviours, rituals, identities and imaginaries? How are their spatial forms influenced by the political cultures they accommodate? What kinds of histories, politics and morphologies do the diverse European parliaments share, and how do their political trajectories intersect? This volume offers an eclectic exploration of the complex nexus between architecture and politics in Europe. Including contributions from architects who have designed or remodelled four parliament buildings in Europe, it provides the first comparative, multi-disciplinary study of parliament buildings across Europe and across history

    The end of stigma? Understanding the dynamics of legitimisation in the context of TV series consumption

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    This research contributes to prior work on stigmatisation by looking at stigmatisation and legitimisation as social processes in the context of TV series consumption. Using in-depth interviews, we show that the dynamics of legitimisation are complex and accompanied by the reproduction of existing stigmas and creation of new stigmas
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