22,631 research outputs found

    An Immersive Telepresence System using RGB-D Sensors and Head Mounted Display

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    We present a tele-immersive system that enables people to interact with each other in a virtual world using body gestures in addition to verbal communication. Beyond the obvious applications, including general online conversations and gaming, we hypothesize that our proposed system would be particularly beneficial to education by offering rich visual contents and interactivity. One distinct feature is the integration of egocentric pose recognition that allows participants to use their gestures to demonstrate and manipulate virtual objects simultaneously. This functionality enables the instructor to ef- fectively and efficiently explain and illustrate complex concepts or sophisticated problems in an intuitive manner. The highly interactive and flexible environment can capture and sustain more student attention than the traditional classroom setting and, thus, delivers a compelling experience to the students. Our main focus here is to investigate possible solutions for the system design and implementation and devise strategies for fast, efficient computation suitable for visual data processing and network transmission. We describe the technique and experiments in details and provide quantitative performance results, demonstrating our system can be run comfortably and reliably for different application scenarios. Our preliminary results are promising and demonstrate the potential for more compelling directions in cyberlearning.Comment: IEEE International Symposium on Multimedia 201

    Using image morphing for memory-efficient impostor rendering on GPU

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    Real-time rendering of large animated crowds consisting thousands of virtual humans is important for several applications including simulations, games and interactive walkthroughs; but cannot be performed using complex polygonal models at interactive frame rates. For that reason, several methods using large numbers of pre-computed image-based representations, which are called as impostors, have been proposed. These methods take the advantage of existing programmable graphics hardware to compensate the computational expense while maintaining the visual fidelity. Making the number of different virtual humans, which can be rendered in real-time, not restricted anymore by the required computational power but by the texture memory consumed for the variety and discretization of their animations. In this work, we proposed an alternative method that reduces the memory consumption by generating compelling intermediate textures using image-morphing techniques. In order to demonstrate the preserved perceptual quality of animations, where half of the key-frames were rendered using the proposed methodology, we have implemented the system using the graphical processing unit and obtained promising results at interactive frame rates

    An Advanced, Three-Dimensional Plotting Library for Astronomy

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    We present a new, three-dimensional (3D) plotting library with advanced features, and support for standard and enhanced display devices. The library - S2PLOT - is written in C and can be used by C, C++ and FORTRAN programs on GNU/Linux and Apple/OSX systems. S2PLOT draws objects in a 3D (x,y,z) Cartesian space and the user interactively controls how this space is rendered at run time. With a PGPLOT inspired interface, S2PLOT provides astronomers with elegant techniques for displaying and exploring 3D data sets directly from their program code, and the potential to use stereoscopic and dome display devices. The S2PLOT architecture supports dynamic geometry and can be used to plot time-evolving data sets, such as might be produced by simulation codes. In this paper, we introduce S2PLOT to the astronomical community, describe its potential applications, and present some example uses of the library.Comment: 12 pages, 10 eps figures (higher resolution versions available from http://astronomy.swin.edu.au/s2plot/paperfigures). The S2PLOT library is available for download from http://astronomy.swin.edu.au/s2plo

    Interactive Vegetation Rendering with Slicing and Blending

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    Detailed and interactive 3D rendering of vegetation is one of the challenges of traditional polygon-oriented computer graphics, due to large geometric complexity even of simple plants. In this paper we introduce a simplified image-based rendering approach based solely on alpha-blended textured polygons. The simplification is based on the limitations of human perception of complex geometry. Our approach renders dozens of detailed trees in real-time with off-the-shelf hardware, while providing significantly improved image quality over existing real-time techniques. The method is based on using ordinary mesh-based rendering for the solid parts of a tree, its trunk and limbs. The sparse parts of a tree, its twigs and leaves, are instead represented with a set of slices, an image-based representation. A slice is a planar layer, represented with an ordinary alpha or color-keyed texture; a set of parallel slices is a slicing. Rendering from an arbitrary viewpoint in a 360 degree circle around the center of a tree is achieved by blending between the nearest two slicings. In our implementation, only 6 slicings with 5 slices each are sufficient to visualize a tree for a moving or stationary observer with the perceptually similar quality as the original model

    Interactive Visualization of the Largest Radioastronomy Cubes

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    3D visualization is an important data analysis and knowledge discovery tool, however, interactive visualization of large 3D astronomical datasets poses a challenge for many existing data visualization packages. We present a solution to interactively visualize larger-than-memory 3D astronomical data cubes by utilizing a heterogeneous cluster of CPUs and GPUs. The system partitions the data volume into smaller sub-volumes that are distributed over the rendering workstations. A GPU-based ray casting volume rendering is performed to generate images for each sub-volume, which are composited to generate the whole volume output, and returned to the user. Datasets including the HI Parkes All Sky Survey (HIPASS - 12 GB) southern sky and the Galactic All Sky Survey (GASS - 26 GB) data cubes were used to demonstrate our framework's performance. The framework can render the GASS data cube with a maximum render time < 0.3 second with 1024 x 1024 pixels output resolution using 3 rendering workstations and 8 GPUs. Our framework will scale to visualize larger datasets, even of Terabyte order, if proper hardware infrastructure is available.Comment: 15 pages, 12 figures, Accepted New Astronomy July 201

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    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
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