26 research outputs found

    Geometry-based shading for shape depiction Enhancement,

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    Recent works on Non-Photorealistic Rendering (NPR) show that object shape enhancement requires sophisticated effects such as: surface details detection and stylized shading. To date, some rendering techniques have been proposed to overcome this issue, but most of which are limited to correlate shape enhancement functionalities to surface feature variations. Therefore, this problem still persists especially in NPR. This paper is an attempt to address this problem by presenting a new approach for enhancing shape depiction of 3D objects in NPR. We first introduce a tweakable shape descriptor that offers versatile func- tionalities for describing the salient features of 3D objects. Then to enhance the classical shading models, we propose a new technique called Geometry-based Shading. This tech- nique controls reflected lighting intensities based on local geometry. Our approach works without any constraint on the choice of material or illumination. We demonstrate results obtained with Blinn-Phong shading, Gooch shading, and cartoon shading. These results prove that our approach produces more satisfying results compared with the results of pre- vious shape depiction techniques. Finally, our approach runs on modern graphics hardware in real time, which works efficiently with interactive 3D visualization

    Interactive toon shading using mesh smoothing

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    Toon shading mimics the style of few colour bands and hence offers an effective way to convey the cartoon-style rendering. Despite an increasing amount of research on toon shading, little research has been reported on generation of toon shading style with more simplicity. In this paper, we present a method to create a simplified form of toon shading using mesh smoothing from 3D objects. The proposed method exploits the Laplacian smoothing to emphasise the simplicity of 3D objects. Motivated by simplified form of Phong lighting model, we create non-photorealistic style capable of enhancing the cartoonish appearance. An enhanced toon shading algorithm is applied on the simple 3D objects in order to convey more simple visual cues of tone. The experimental result reveals the ability of proposed method to produce more cartoonish simplistic effects

    Utilizing “Augmented Reality” Technology to Illustrate Residential Open Space Greenery

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    Displaying visually assistant for research in architecture is a necessity and importance of using new technologies in this matter is inevitable. One of the main assistant for them could be analyzing the effect of non-built environment on human behavior. Also some studies use VR to analyze human behavior but all of them are implemented in lab environment and until now no study tries to examine the human behavior in a real urban context. So this survey diverse underestimated wide range of new technologies with the three-dimensional structure, and finally "Augmented Reality" is chose. Due to the implementation of AR in open spaces, some successful methodologies have been tested for accuracy of registration and City 3D-AR is selected as a practical test. Therefore, environmental factors, according to the characteristics of desired visual have been simulated and virtually laid out in Open Space of Residential Complex. Simulated factors with information of their latitude and longitude, by an interface (API), entered in the Android version of this software. By putting the smartphone in a location and angle that environmental factors have been laid out, these factors have been integrated with its surroundings and through the vent of screen mobile phone is visible. The results of the practical test show that augmented reality technology is a convenient and ideal way to visual characteristics of environmental factors in residential complexes with unique privileges such as freedom of polled individuals; a clear transition of issues and maximum similarity of the area of covered the test

    LivePhantom: Retrieving Virtual World Light Data to Real Environments.

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    To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera's position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems

    Augmented Reality in Smart Cities: A Multimedia Approach

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    Intro: This paper presents an advance overview of utilizing Augmented Reality (AR) in smart cities. Although, Smart cities contain six major aspects (mobility, economy, government, environment, living, and people), this paper focuses on three of them that have more potentiality in using virtual assistant (mobility, environment, and living). Methodology: Presenting a state-of-the-art review studies undertake between 2013 and 2017, which is driven from highlighted libraries is the aim of this research. After exact examine, 15 emphasized studies are chosen to divide the main aspects while 120 selective articles are supporting them. These categorizes have been critically compared with an aim, method and chronological perspectives. Results: First of All, Environmental issues (Museums industry) attract the most attention of researchers while the living issues (maintenance) have lower significant compare t latter and mobility (indoor-outdoor navigation) attract the least. Moreover, a close connection between academic and industry fields is going to be created. Conclusions: it has been concluded that, because of economic advantages, utilizing AR technology has improved in the tourism and maintenance. Moreover, until now, most of studies try to prove their concept rather than illustrate well stablished analytic approach. Because of hardware and software improvement, it is essential for the future studies to evaluate their hypothesis in a real urban context

    Evaluating the Use of Mixed Reality in CSI Training through the Integration of the Task-Technology Fit and Technology Acceptance Model

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    Despite the emerging literature on adopting Mixed Reality (MR) headsets in crime scene investigation (CSI) -, it is still debatable on how to employ these headsets and its application for training purposes in higher education and police academies. Hence, this research presents a novel hybrid theoretical framework that combines the Task-technology Fit (TTF) and Technology Acceptance Model (TAM) variables and the most prominent features of MR headsets—immersion, interactivity and mobility. The main objective is to explore young investigators’ behavioural intention to adopt MR headsets and their applications for investigation training practices. To validate the developed model, a questionnaire survey was the primary method used to collect data from 160 police academy students using the partial least squares-structural equation modelling (PLS-SEM) technique. The empirical results revealed that task technology fit has a positive impact on the perceived usefulness of MR headset applications and no significant positive impact on the perceived ease of use applications of MR devices. On the contrary, individual technology fit has a positive impact on the perceived ease of use and no significant positive effects were found regarding the perceived usefulness of investigation training purposes. Furthermore, the results indicated that the mobility of MR wearable devices positively influences the perceived ease of use and the perceived usefulness for crime scene practices. The study also addresses the theoretical contributions and practical implications of these outcomes

    Marker hiding methods: Applications in augmented reality

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    © 2015 Taylor & Francis Group, LLC.In augmented reality, the markers are noticeable by their simple design of a rectangular image with black and white areas that disturb the reality of the overall view. As the markerless techniques are not usually robust enough, hiding the markers has a valuable usage, which many researchers have focused on. Categorizing the marker hiding methods is the main motivation of this study, which explains each of them in detail and discusses the advantages and shortcomings of each. The main ideas, enhancements, and future works of the well-known techniques are also comprehensively summarized and analyzed in depth. The main goal of this study is to provide researchers who are interested in markerless or hiding-marker methods an easier approach for choosing the method that is best suited to their aims. This work reviews the different methods that hide the augmented reality marker by using information from its surrounding area. These methods have considerable differences in their smooth continuation of the textures that hide the marker area as well as their performance to hide the augmented reality marker in real time. It is also hoped that our analysis helps researchers find solutions to the drawbacks of each method. © 201

    Seamless Crime Scene Reconstruction in Mixed Reality for Investigation Training: A Design and Evaluation Study

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    Investigation training in the real crime scene is a critical component of forensic science education. However, bringing young investigators to real crime scenes is costly and faces significant challenges. Mixed Reality (MR) is one of the most evolving technologies that provide unlimited possibilities for practical activities in the education sector. This paper aims to propose and evaluate a novel design of an MR system using Microsoft HoloLens 2.0 and it is tailored to work in a spatial 3D scanned and reconstructed crime scene. The system was designed to be a costly-effective experience that helps young Kuwait police officers to enhance their investigation skills. The proposed system has been evaluated through system usability, user interaction and performance metrics quantitatively via 44 young police officers, and qualitatively using the Think-aloud protocols via a group of experts. Both groups showed positive levels of usability, user interaction and overall satisfaction with minimal negative feedback. Based on the positive feedback, the system will be taken into the commercialisation stage in the future. Despite the high cost of the MR device, it was stated by experts that the system is needed to be provided as an essential tool for crime scene education and investigation practices
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