2,461 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

    A Depth Space Approach for Evaluating Distance to Objects -- with Application to Human-Robot Collision Avoidance

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    We present a novel approach to estimate the distance between a generic point in the Cartesian space and objects detected with a depth sensor. This information is crucial in many robotic applications, e.g., for collision avoidance, contact point identification, and augmented reality. The key idea is to perform all distance evaluations directly in the depth space. This allows distance estimation by considering also the frustum generated by the pixel on the depth image, which takes into account both the pixel size and the occluded points. Different techniques to aggregate distance data coming from multiple object points are proposed. We compare the Depth space approach with the commonly used Cartesian space or Configuration space approaches, showing that the presented method provides better results and faster execution times. An application to human-robot collision avoidance using a KUKA LWR IV robot and a Microsoft Kinect sensor illustrates the effectiveness of the approach

    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 effectively 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

    The Design of a Graphics Engine for the Development of Virtual Reality Applications

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    This work presents the design and the features of a flexible realtime 3D graphics engine aimed at the development of multimedia applications and collaborative virtual environments. The engine, called EnCIMA (Engine for Collaborative andImmersive Multimedia Applications), enables a fast development process of applications by providing a high level interface, which has been implemented using the C++object-oriented programming paradigm. The main features of the proposed engine are the support to scene management, ability to load static and animated 3D models, particle system effects, network connection management to support collaboration, and collision detection. In addition, the engine supports several specialized interaction devices such as 3D mice, haptic devices, 3D motion trackers, data-gloves, and joystickswith and without force feedback. The engine also enables the developer to choose the way the scene should be rendered to, i.e. using standard display devices, stereoscopy, or even several simultaneous projection for spatially immersive devices. As part of the evaluation process, we have compared the performance of EnCIMA to a game engine and two scene graph toolkits, through the use of a testbed application. The performanceresults and the wide variety of non-conventional interaction devices supported are evidences that EnCIMA can be considered a real time virtual reality engine

    FlightGoggles: A Modular Framework for Photorealistic Camera, Exteroceptive Sensor, and Dynamics Simulation

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    FlightGoggles is a photorealistic sensor simulator for perception-driven robotic vehicles. The key contributions of FlightGoggles are twofold. First, FlightGoggles provides photorealistic exteroceptive sensor simulation using graphics assets generated with photogrammetry. Second, it provides the ability to combine (i) synthetic exteroceptive measurements generated in silico in real time and (ii) vehicle dynamics and proprioceptive measurements generated in motio by vehicle(s) in a motion-capture facility. FlightGoggles is capable of simulating a virtual-reality environment around autonomous vehicle(s). While a vehicle is in flight in the FlightGoggles virtual reality environment, exteroceptive sensors are rendered synthetically in real time while all complex extrinsic dynamics are generated organically through the natural interactions of the vehicle. The FlightGoggles framework allows for researchers to accelerate development by circumventing the need to estimate complex and hard-to-model interactions such as aerodynamics, motor mechanics, battery electrochemistry, and behavior of other agents. The ability to perform vehicle-in-the-loop experiments with photorealistic exteroceptive sensor simulation facilitates novel research directions involving, e.g., fast and agile autonomous flight in obstacle-rich environments, safe human interaction, and flexible sensor selection. FlightGoggles has been utilized as the main test for selecting nine teams that will advance in the AlphaPilot autonomous drone racing challenge. We survey approaches and results from the top AlphaPilot teams, which may be of independent interest.Comment: Initial version appeared at IROS 2019. Supplementary material can be found at https://flightgoggles.mit.edu. Revision includes description of new FlightGoggles features, such as a photogrammetric model of the MIT Stata Center, new rendering settings, and a Python AP

    A Game Engine as a Generic Platform for Real-Time Previz-on-Set in Cinema Visual Effects

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    International audienceWe present a complete framework designed for film production requiring live (pre) visualization. This framework is based on a famous game engine, Unity. Actually, game engines possess many advantages that can be directly exploited in real-time pre-vizualization, where real and virtual worlds have to be mixed. In the work presented here, all the steps are performed in Unity: from acquisition to rendering. To perform real-time compositing that takes into account occlusions that occur between real and virtual elements as well as to manage physical interactions of real characters towards virtual elements, we use a low resolution depth map sensor coupled to a high resolution film camera. The goal of our system is to give the film director's creativity a flexible and powerful tool on stage, long before post-production

    Historic Costume Simulation and its Application

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    This study highlights the potential of new technology as a means to provide new possibility for costumes in fragile condition to be utilised. The aim of this study is to create accurate digital duplicates of costumes from historical sources, and to explore the possibility of developing them as an exhibitory and educational method applying 3D apparel CAD and new media. To achieve this, three attributes for qualities of effective digital costumes were suggested: faithful reproduction, virtual fabrication, and interactive and stereographic appreciation. Based on these qualities, digital costumes and a PC application were produced and evaluated
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