16 research outputs found

    From Capture to Display: A Survey on Volumetric Video

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    Volumetric video, which offers immersive viewing experiences, is gaining increasing prominence. With its six degrees of freedom, it provides viewers with greater immersion and interactivity compared to traditional videos. Despite their potential, volumetric video services poses significant challenges. This survey conducts a comprehensive review of the existing literature on volumetric video. We firstly provide a general framework of volumetric video services, followed by a discussion on prerequisites for volumetric video, encompassing representations, open datasets, and quality assessment metrics. Then we delve into the current methodologies for each stage of the volumetric video service pipeline, detailing capturing, compression, transmission, rendering, and display techniques. Lastly, we explore various applications enabled by this pioneering technology and we present an array of research challenges and opportunities in the domain of volumetric video services. This survey aspires to provide a holistic understanding of this burgeoning field and shed light on potential future research trajectories, aiming to bring the vision of volumetric video to fruition.Comment: Submitte

    Automatic 3D facial modelling with deformable models.

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    Facial modelling and animation has been an active research subject in computer graphics since the 1970s. Due to extremely complex biomechanical structures of human faces and peoples visual familiarity with human faces, modelling and animating realistic human faces is still one of greatest challenges in computer graphics. Since we are so familiar with human faces and very sensitive to unnatural subtle changes in human faces, it usually requires a tremendous amount of artistry and manual work to create a convincing facial model and animation. There is a clear need of developing automatic techniques for facial modelling in order to reduce manual labouring. In order to obtain a realistic facial model of an individual, it is now common to make use of 3D scanners to capture range scans from the individual and then fit a template to the range scans. However, most existing template-fitting methods require manually selected landmarks to warp the template to the range scans. It would be tedious to select landmarks by hand over a large set of range scans. Another way to reduce repeated work is synthesis by reusing existing data. One example is expression cloning, which copies facial expression from one face to another instead of creating them from scratch. This aim of this study is to develop a fully automatic framework for template-based facial modelling, facial expression transferring and facial expression tracking from range scans. In this thesis, the author developed an extension of the iterative closest points (ICP) algorithm, which is able to match a template with range scans in different scales, and a deformable model, which can be used to recover the shapes of range scans and to establish correspondences between facial models. With the registration method and the deformable model, the author proposed a fully automatic approach to reconstructing facial models and textures from range scans without re-quiring any manual interventions. In order to reuse existing data for facial modelling, the author formulated and solved the problem of facial expression transferring in the framework of discrete differential geometry. The author also applied his methods to face tracking for 4D range scans. The results demonstrated the robustness of the registration method and the capabilities of the deformable model. A number of possible directions for future work were pointed out

    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

    WHERE DO YOU LOOK? RELATING VISUAL ATTENTION TO LEARNING OUTCOMES AND URL PARSING

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    Visual behavior provides a dynamic trail of where attention is directed. It is considered the behavioral interface between engagement and gaining information, and researchers have used it for several decades to study user\u27s behavior. This thesis focuses on employing visual attention to understand user\u27s behavior in two contexts: 3D learning and gauging URL safety. Such understanding is valuable for improving interactive tools and interface designs. In the first chapter, we present results from studying learners\u27 visual behavior while engaging with tangible and virtual 3D representations of objects. This is a replication of a recent study, and we extended it using eye tracking. By analyzing the visual behavior, we confirmed the original study results and added more quantitative explanations for the corresponding learning outcomes. Among other things, our results indicated that the users allocate similar visual attention while analyzing virtual and tangible learning material. In the next chapter, we present a user study\u27s outcomes wherein participants are instructed to classify a set of URLs wearing an eye tracker. Much effort is spent on teaching users how to detect malicious URLs. There has been significantly less focus on understanding exactly how and why users routinely fail to vet URLs properly. This user study aims to fill the void by shedding light on the underlying processes that users employ to gauge the UR L\u27s trustworthiness at the time of scanning. Our findings suggest that users have a cap on the amount of cognitive resources they are willing to expend on vetting a URL. Also, they tend to believe that the presence of www in the domain name indicates that the URL is safe

    Seventh Biennial Report : June 2003 - March 2005

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    Eight Biennial Report : April 2005 – March 2007

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    A Modular and Open-Source Framework for Virtual Reality Visualisation and Interaction in Bioimaging

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    Life science today involves computational analysis of a large amount and variety of data, such as volumetric data acquired by state-of-the-art microscopes, or mesh data from analysis of such data or simulations. The advent of new imaging technologies, such as lightsheet microscopy, has resulted in the users being confronted with an ever-growing amount of data, with even terabytes of imaging data created within a day. With the possibility of gentler and more high-performance imaging, the spatiotemporal complexity of the model systems or processes of interest is increasing as well. Visualisation is often the first step in making sense of this data, and a crucial part of building and debugging analysis pipelines. It is therefore important that visualisations can be quickly prototyped, as well as developed or embedded into full applications. In order to better judge spatiotemporal relationships, immersive hardware, such as Virtual or Augmented Reality (VR/AR) headsets and associated controllers are becoming invaluable tools. In this work we present scenery, a modular and extensible visualisation framework for the Java VM that can handle mesh and large volumetric data, containing multiple views, timepoints, and color channels. scenery is free and open-source software, works on all major platforms, and uses the Vulkan or OpenGL rendering APIs. We introduce scenery's main features, and discuss its use with VR/AR hardware and in distributed rendering. In addition to the visualisation framework, we present a series of case studies, where scenery can provide tangible benefit in developmental and systems biology: With Bionic Tracking, we demonstrate a new technique for tracking cells in 4D volumetric datasets via tracking eye gaze in a virtual reality headset, with the potential to speed up manual tracking tasks by an order of magnitude. We further introduce ideas to move towards virtual reality-based laser ablation and perform a user study in order to gain insight into performance, acceptance and issues when performing ablation tasks with virtual reality hardware in fast developing specimen. To tame the amount of data originating from state-of-the-art volumetric microscopes, we present ideas how to render the highly-efficient Adaptive Particle Representation, and finally, we present sciview, an ImageJ2/Fiji plugin making the features of scenery available to a wider audience.:Abstract Foreword and Acknowledgements Overview and Contributions Part 1 - Introduction 1 Fluorescence Microscopy 2 Introduction to Visual Processing 3 A Short Introduction to Cross Reality 4 Eye Tracking and Gaze-based Interaction Part 2 - VR and AR for System Biology 5 scenery — VR/AR for Systems Biology 6 Rendering 7 Input Handling and Integration of External Hardware 8 Distributed Rendering 9 Miscellaneous Subsystems 10 Future Development Directions Part III - Case Studies C A S E S T U D I E S 11 Bionic Tracking: Using Eye Tracking for Cell Tracking 12 Towards Interactive Virtual Reality Laser Ablation 13 Rendering the Adaptive Particle Representation 14 sciview — Integrating scenery into ImageJ2 & Fiji Part IV - Conclusion 15 Conclusions and Outlook Backmatter & Appendices A Questionnaire for VR Ablation User Study B Full Correlations in VR Ablation Questionnaire C Questionnaire for Bionic Tracking User Study List of Tables List of Figures Bibliography Selbstständigkeitserklärun
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