1,402 research outputs found

    Construction and Evaluation of an Ultra Low Latency Frameless Renderer for VR.

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    © 2016 IEEE.Latency-the delay between a users action and the response to this action-is known to be detrimental to virtual reality. Latency is typically considered to be a discrete value characterising a delay, constant in time and space-but this characterisation is incomplete. Latency changes across the display during scan-out, and how it does so is dependent on the rendering approach used. In this study, we present an ultra-low latency real-time ray-casting renderer for virtual reality, implemented on an FPGA. Our renderer has a latency of 1 ms from tracker to pixel. Its frameless nature means that the region of the display with the lowest latency immediately follows the scan-beam. This is in contrast to frame-based systems such as those using typical GPUs, for which the latency increases as scan-out proceeds. Using a series of high and low speed videos of our system in use, we confirm its latency of 1 ms. We examine how the renderer performs when driving a traditional sequential scan-out display on a readily available HMO, the Oculus Rift OK2. We contrast this with an equivalent apparatus built using a GPU. Using captured human head motion and a set of image quality measures, we assess the ability of these systems to faithfully recreate the stimuli of an ideal virtual reality system-one with a zero latency tracker, renderer and display running at 1 kHz. Finally, we examine the results of these quality measures, and how each rendering approach is affected by velocity of movement and display persistence. We find that our system, with a lower average latency, can more faithfully draw what the ideal virtual reality system would. Further, we find that with low display persistence, the sensitivity to velocity of both systems is lowered, but that it is much lower for ours

    Application for light field inpainting

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    Light Field (LF) imaging is a multimedia technology that can provide more immersive experience when visualizing a multimedia content with higher levels of realism compared to conventional imaging technologies. This technology is mainly promising for Virtual Reality (VR) since it displays real-world scenes in a way that users can experience the captured scenes in every position and every angle, due to its 4-dimensional LF representation. For these reasons, LF is a fast-growing technology, with so many topics to explore, being the LF inpainting the one that was explored in this dissertation. Image inpainting is an editing technique that allows synthesizing alternative content to fill in holes in an image. It is commonly used to fill missing parts in a scene and restore damaged images such that the modifications are correct and visually realistic. Applying traditional 2D inpainting techniques straightforwardly to LFs is very unlikely to result in a consistent inpainting in its all 4 dimensions. Usually, to inpaint a 4D LF content, 2D inpainting algorithms are used to inpaint a particular point of view and then 4D inpainting propagation algorithms propagate the inpainted result for the whole 4D LF data. Based on this idea of 4D inpainting propagation, some 4D LF inpainting techniques have been recently proposed in the literature. Therefore, this dissertation proposes to design and implement an LF inpainting application that can be used by the public that desire to work in this field and/or explore and edit LFs.Campos de luz é uma tecnologia multimédia que fornece uma experiência mais imersiva ao visualizar conteúdo multimédia com níveis mais altos de realismo, comparando a tecnologias convencionais de imagem. Esta tecnologia é promissora, principalmente para Realidade Virtual, pois exibe cenas capturadas do mundo real de forma que utilizadores as possam experimentar em todas as posições e ângulos, devido à sua representação em 4 dimensões. Por isso, esta é tecnologia em rápido crescimento, com tantos tópicos para explorar, sendo o inpainting o explorado nesta dissertação. Inpainting de imagens é uma técnica de edição, permitindo sintetizar conteúdo alternativo para preencher lacunas numa imagem. Comumente usado para preencher partes que faltam numa cena e restaurar imagens danificadas, de forma que as modificações sejam corretas e visualmente realistas. É muito improvável que aplicar técnicas tradicionais de inpainting 2D diretamente a campos de luz resulte num inpainting consistente em todas as suas 4 dimensões. Normalmente, para fazer inpainting num conteúdo 4D de campos de luz, os algoritmos de inpainting 2D são usados para fazer inpainting de um ponto de vista específico e, seguidamente, os algoritmos de propagação de inpainting 4D propagam o resultado do inpainting para todos os dados do campo de luz 4D. Com base nessa ideia de propagação de inpainting 4D, algumas técnicas foram recentemente propostas na literatura. Assim, esta dissertação propõe-se a conceber e implementar uma aplicação de inpainting de campos de luz que possa ser utilizada pelo público que pretenda trabalhar nesta área e/ou explorar e editar campos de luz

    Stereo Matching in Time: 100+ FPS Video Stereo Matching for Extended Reality

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    Real-time Stereo Matching is a cornerstone algorithm for many Extended Reality (XR) applications, such as indoor 3D understanding, video pass-through, and mixed-reality games. Despite significant advancements in deep stereo methods, achieving real-time depth inference with high accuracy on a low-power device remains a major challenge. One of the major difficulties is the lack of high-quality indoor video stereo training datasets captured by head-mounted VR/AR glasses. To address this issue, we introduce a novel video stereo synthetic dataset that comprises photorealistic renderings of various indoor scenes and realistic camera motion captured by a 6-DoF moving VR/AR head-mounted display (HMD). This facilitates the evaluation of existing approaches and promotes further research on indoor augmented reality scenarios. Our newly proposed dataset enables us to develop a novel framework for continuous video-rate stereo matching. As another contribution, our dataset enables us to proposed a new video-based stereo matching approach tailored for XR applications, which achieves real-time inference at an impressive 134fps on a standard desktop computer, or 30fps on a battery-powered HMD. Our key insight is that disparity and contextual information are highly correlated and redundant between consecutive stereo frames. By unrolling an iterative cost aggregation in time (i.e. in the temporal dimension), we are able to distribute and reuse the aggregated features over time. This approach leads to a substantial reduction in computation without sacrificing accuracy. We conducted extensive evaluations and comparisons and demonstrated that our method achieves superior performance compared to the current state-of-the-art, making it a strong contender for real-time stereo matching in VR/AR applications

    Efficient and High-Quality Rendering of Higher-Order Geometric Data Representations

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    Computer-Aided Design (CAD) bezeichnet den Entwurf industrieller Produkte mit Hilfe von virtuellen 3D Modellen. Ein CAD-Modell besteht aus parametrischen Kurven und Flächen, in den meisten Fällen non-uniform rational B-Splines (NURBS). Diese mathematische Beschreibung wird ebenfalls zur Analyse, Optimierung und Präsentation des Modells verwendet. In jeder dieser Entwicklungsphasen wird eine unterschiedliche visuelle Darstellung benötigt, um den entsprechenden Nutzern ein geeignetes Feedback zu geben. Designer bevorzugen beispielsweise illustrative oder realistische Darstellungen, Ingenieure benötigen eine verständliche Visualisierung der Simulationsergebnisse, während eine immersive 3D Darstellung bei einer Benutzbarkeitsanalyse oder der Designauswahl hilfreich sein kann. Die interaktive Darstellung von NURBS-Modellen und -Simulationsdaten ist jedoch aufgrund des hohen Rechenaufwandes und der eingeschränkten Hardwareunterstützung eine große Herausforderung. Diese Arbeit stellt vier neuartige Verfahren vor, welche sich mit der interaktiven Darstellung von NURBS-Modellen und Simulationensdaten befassen. Die vorgestellten Algorithmen nutzen neue Fähigkeiten aktueller Grafikkarten aus, um den Stand der Technik bezüglich Qualität, Effizienz und Darstellungsgeschwindigkeit zu verbessern. Zwei dieser Verfahren befassen sich mit der direkten Darstellung der parametrischen Beschreibung ohne Approximationen oder zeitaufwändige Vorberechnungen. Die dabei vorgestellten Datenstrukturen und Algorithmen ermöglichen die effiziente Unterteilung, Klassifizierung, Tessellierung und Darstellung getrimmter NURBS-Flächen und einen interaktiven Ray-Casting-Algorithmus für die Isoflächenvisualisierung von NURBSbasierten isogeometrischen Analysen. Die weiteren zwei Verfahren beschreiben zum einen das vielseitige Konzept der programmierbaren Transparenz für illustrative und verständliche Visualisierungen tiefenkomplexer CAD-Modelle und zum anderen eine neue hybride Methode zur Reprojektion halbtransparenter und undurchsichtiger Bildinformation für die Beschleunigung der Erzeugung von stereoskopischen Bildpaaren. Die beiden letztgenannten Ansätze basieren auf rasterisierter Geometrie und sind somit ebenfalls für normale Dreiecksmodelle anwendbar, wodurch die Arbeiten auch einen wichtigen Beitrag in den Bereichen der Computergrafik und der virtuellen Realität darstellen. Die Auswertung der Arbeit wurde mit großen, realen NURBS-Datensätzen durchgeführt. Die Resultate zeigen, dass die direkte Darstellung auf Grundlage der parametrischen Beschreibung mit interaktiven Bildwiederholraten und in subpixelgenauer Qualität möglich ist. Die Einführung programmierbarer Transparenz ermöglicht zudem die Umsetzung kollaborativer 3D Interaktionstechniken für die Exploration der Modelle in virtuellenUmgebungen sowie illustrative und verständliche Visualisierungen tiefenkomplexer CAD-Modelle. Die Erzeugung stereoskopischer Bildpaare für die interaktive Visualisierung auf 3D Displays konnte beschleunigt werden. Diese messbare Verbesserung wurde zudem im Rahmen einer Nutzerstudie als wahrnehmbar und vorteilhaft befunden.In computer-aided design (CAD), industrial products are designed using a virtual 3D model. A CAD model typically consists of curves and surfaces in a parametric representation, in most cases, non-uniform rational B-splines (NURBS). The same representation is also used for the analysis, optimization and presentation of the model. In each phase of this process, different visualizations are required to provide an appropriate user feedback. Designers work with illustrative and realistic renderings, engineers need a comprehensible visualization of the simulation results, and usability studies or product presentations benefit from using a 3D display. However, the interactive visualization of NURBS models and corresponding physical simulations is a challenging task because of the computational complexity and the limited graphics hardware support. This thesis proposes four novel rendering approaches that improve the interactive visualization of CAD models and their analysis. The presented algorithms exploit latest graphics hardware capabilities to advance the state-of-the-art in terms of quality, efficiency and performance. In particular, two approaches describe the direct rendering of the parametric representation without precomputed approximations and timeconsuming pre-processing steps. New data structures and algorithms are presented for the efficient partition, classification, tessellation, and rendering of trimmed NURBS surfaces as well as the first direct isosurface ray-casting approach for NURBS-based isogeometric analysis. The other two approaches introduce the versatile concept of programmable order-independent semi-transparency for the illustrative and comprehensible visualization of depth-complex CAD models, and a novel method for the hybrid reprojection of opaque and semi-transparent image information to accelerate stereoscopic rendering. Both approaches are also applicable to standard polygonal geometry which contributes to the computer graphics and virtual reality research communities. The evaluation is based on real-world NURBS-based models and simulation data. The results show that rendering can be performed directly on the underlying parametric representation with interactive frame rates and subpixel-precise image results. The computational costs of additional visualization effects, such as semi-transparency and stereoscopic rendering, are reduced to maintain interactive frame rates. The benefit of this performance gain was confirmed by quantitative measurements and a pilot user study

    The ARP Virtual Reality System in Addressing Security Threats and Disaster Scenarios

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    Nations, corporations and political organizations around the world today are forced to deal with an increasing number of security threats. As a result, various organizations must find ways to adequately equip and prepare themselves to handle numerous dangerous and life threatening circumstances. Virtual reality is an extremely important technology that can be used across a variety of different fields and for a number of diverse applications, ranging from simulation training to visualization tools, in order to prepare for and manage disaster situations. Head mounted display (HMD) virtual reality systems attempt visually to immerse the user in a virtual environment. However, it is well recognized that latency, the delay in responding to a user\u27s head movement, is a major shortcoming that plagues immersive HMD virtual reality systems. Excessive latency destroys the illusion of reality that such systems attempt to present to the user. A hardware architecture known as the address recalculation pipeline (ARP) and a computer graphics rendering technique called priority rendering, were designed to reduce the end-to-end latency suffered by immersive HMD virtual reality systems. This paper discusses the benefits of using the ARP virtual reality system in addressing security threats and disaster situations

    Layered depth images

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    In this paper we present a set of efficient image based rendering methods capable of rendering multiple frames per second on a PC. The first method warps Sprites with Depth representing smooth surfaces without the gaps found in other techniques. A second method for more general scenes performs warping from an intermediate representation called a Layered Depth Image (LDI). An LDI is a view of the scene from a single input camera view, but with multiple pixels along each line of sight. The size of the representation grows only linearly with the observed depth complexity in the scene. Moreover, because the LDI data are represented in a single image coordinate system, McMillan's warp ordering algorithm can be successfully adapted. As a result, pixels are drawn in the output image in back-to-front order. No z-buffer is required, so alpha-compositing can be done efficiently without depth sorting. This makes splatting an efficient solution to the resampling problem.Engineering and Applied Science

    A Programmable Display-Layer Architecture for Virtual-Reality Applications

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    Two important technical objectives of virtual-reality systems are to provide compelling visuals and effective 3D user interaction. In this respect, modern virtual reality system architectures suffer from a number of short-comings. The reduction of end-to-end latency, crosstalk and judder are especially difficult challenges, each of which negatively affects visual quality or user interaction. In order to provide higher quality visuals, complex scenes consisting of large models are often used. Rendering such a complex scene is a time-consuming process resulting in high end-to-end latency, thereby hampering user interaction. Classic virtual-reality architectures can not adequately address these challenges due to their inherent design principles. In particular, the tight coupling between input devices, the rendering loop and the display system inhibits these systems from addressing all the aforementioned challenges simultaneously. In this thesis, a virtual-reality architecture design is introduced that is based on the addition of a new logical layer: the Programmable Display Layer (PDL). The governing idea is that an extra layer is inserted between the rendering system and the display. In this way, the display can be updated at a fast rate and in a custom manner independent of the other components in the architecture, including the rendering system. To generate intermediate display updates at a fast rate, the PDL performs per-pixel depth-image warping by utilizing the application data. Image warping is the process of computing a new image by transforming individual depth-pixels from a closely matching previous image to their updated locations. The PDL architecture can be used for a range of algorithms and to solve problems that are not easily solved using classic architectures. In particular, techniques to reduce crosstalk, judder and latency are examined using algorithms implemented on top of the PDL. Concerning user interaction techniques, several six-degrees-of-freedom input methods exists, of which optical tracking is a popular option. However, optical tracking methods also introduce several constraints that depend on the camera setup, such as line-of-sight requirements, the volume of the interaction space and the achieved tracking accuracy. These constraints generally cause a decline in the effectiveness of user interaction. To investigate the effectiveness of optical tracking methods, an optical tracker simulation framework has been developed, including a novel optical tracker to test this framework. In this way, different optical tracking algorithms can be simulated and quantitatively evaluated under a wide range of conditions. A common approach in virtual reality is to implement an algorithm and then to evaluate the efficacy of that algorithm by either subjective, qualitative metrics or quantitative user experiments, after which an updated version of the algorithm may be implemented and the cycle repeated. A different approach is followed here. Throughout this thesis, an attempt is made to automatically detect and quantify errors using completely objective and automated quantitative methods and to subsequently attempt to resolve these errors dynamically

    SPA: Sparse Photorealistic Animation using a single RGB-D camera

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    Photorealistic animation is a desirable technique for computer games and movie production. We propose a new method to synthesize plausible videos of human actors with new motions using a single cheap RGB-D camera. A small database is captured in a usual office environment, which happens only once for synthesizing different motions. We propose a markerless performance capture method using sparse deformation to obtain the geometry and pose of the actor for each time instance in the database. Then, we synthesize an animation video of the actor performing the new motion that is defined by the user. An adaptive model-guided texture synthesis method based on weighted low-rank matrix completion is proposed to be less sensitive to noise and outliers, which enables us to easily create photorealistic animation videos with new motions that are different from the motions in the database. Experimental results on the public dataset and our captured dataset have verified the effectiveness of the proposed method
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