ترغب بنشر مسار تعليمي؟ اضغط هنا

Immersive VR Visualizations by VFIVE. Part 2: Applications

277   0   0.0 ( 0 )
 نشر من قبل Akira Kageyama
 تاريخ النشر 2013
والبحث باللغة English




اسأل ChatGPT حول البحث

VFIVE is a scientific visualization application for CAVE-type immersive virtual reality systems. The source codes are freely available. VFIVE is used as a research tool in various VR systems. It also lays the groundwork for developments of new visualization software for CAVEs. In this paper, we pick up five CAVE systems in four different institutions in Japan. Applications of VFIVE in each CAVE system are summarized. Special emphases will be placed on scientific and technical achievements made possible by VFIVE.

قيم البحث

اقرأ أيضاً

We introduce the {em polygon cloud}, also known as a polygon set or {em soup}, as a compressible representation of 3D geometry (including its attributes, such as color texture) intermediate between polygonal meshes and point clouds. Dynamic or time-v arying polygon clouds, like dynamic polygonal meshes and dynamic point clouds, can take advantage of temporal redundancy for compression, if certain challenges are addressed. In this paper, we propose methods for compressing both static and dynamic polygon clouds, specifically triangle clouds. We compare triangle clouds to both triangle meshes and point clouds in terms of compression, for live captured dynamic colored geometry. We find that triangle clouds can be compressed nearly as well as triangle meshes, while being far more robust to noise and other structures typically found in live captures, which violate the assumption of a smooth surface manifold, such as lines, points, and ragged boundaries. We also find that triangle clouds can be used to compress point clouds with significantly better performance than previously demonstrated point cloud compression methods. In particular, for intra-frame coding of geometry, our method improves upon octree-based intra-frame coding by a factor of 5-10 in bit rate. Inter-frame coding improves this by another factor of 2-5. Overall, our dynamic triangle cloud compression improves over the previous state-of-the-art in dynamic point cloud compression by 33% or more.
This paper presents an application of photogrammetry on ceramic fragments from two excavation sites located north-west of France. The restitution by photogrammetry of these different fragments allowed reconstructions of the potteries in their origina l state or at least to get to as close as possible. We used the 3D reconstructions to compute some metrics and to generate a presentation support by using a 3D printer. This work is based on affordable tools and illustrates how 3D technologies can be quite easily integrated in archaeology process with limited financial resources. 1. INTRODUCTION Today, photogrammetry and 3D modelling are an integral part of the methods used in archeology and heritage management. They provide answers to scientific needs in the fields of conservation, preservation, restoration and mediation of architectural, archaeological and cultural heritage [2] [6] [7] [9]. Photogrammetry on ceramic fragments was one of the first applications contemporary of the development of this technique applied in the archaeological community [3]. More recently and due to its democratization, it was applied more generally to artifacts [5]. Finally joined today by the rise of 3D printing [8] [10], it can restore fragmented artifacts [1] [12]. These examples target one or several particular objects and use different types of equipment that can be expensive. These aspects can put off uninitiated archaeologists. So it would be appropriate to see if these techniques could be generalized to a whole class of geometrically simple and common artifacts, such as ceramics. From these observations, associated to ceramics specialists with fragments of broken ceramics, we aimed at arranging different tools and methods, including photogrammetry, to explore opportunities for a cheap and attainable reconstruction methodology and its possible applications. Our first objective was to establish a protocol for scanning fragments with photogrammetry, and for reconstruction of original ceramics. We used the digital reconstitutions of the ceramics we got following our process to calculate some metrics and to design and 3D print a display for the remaining fragments of one pottery.
Little is known about how people learn from a brief glimpse of three-dimensional (3D) bivariate vector field visualizations and about how well visual features can guide behavior. Here we report empirical study results on the use of color, texture, an d length to guide viewing of bivariate glyphs: these three visual features are mapped to the first integer variable (v1) and length to the second quantitative variable (v2). Participants performed two tasks within 20 seconds: (1) MAX: find the largest v2 when v1 is fixed; (2) SEARCH: find a specific bivariate variable shown on the screen in a vector field. Our first study with eighteen participants performing these tasks showed that the randomized vector positions, although they lessened viewers ability to group vectors, did not reduce task accuracy compared to structured vector fields. This result may support that these color, texture, and length can provide to a certain degree, guide viewers attention to task-relevant regions. The second study measured eye movement to quantify viewers behaviors with three-errors (scanning, recognition, and decision errors) and one-behavior (refixation) metrics. Our results showed two dominant search strategies: drilling and scanning. Coloring tended to restrict eye movement to the task-relevant regions of interest, enabling drilling. Length tended to support scanners who quickly wandered around at different v1 levels. Drillers had significantly less errors than scanners and the error rates for color and texture were also lowest. And length had limited discrimination power than color and texture as a 3D visual guidance. Our experiment results may suggest that using categorical visual feature could help obtain the global structure of a vector field visualization. We provide the first benchmark of the attention cost of seeing a bivariate vector on average about 5 items per second.
We consider the problem of establishing dense correspondences within a set of related shapes of strongly varying geometry. For such input, traditional shape matching approaches often produce unsatisfactory results. We propose an ensemble optimization method that improves given coarse correspondences to obtain dense correspondences. Following ideas from minimum description length approaches, it maximizes the compactness of the induced shape space to obtain high-quality correspondences. We make a number of improvements that are important for computer graphics applications: Our approach handles meshes of general topology and handles partial matching between input of varying topology. To this end we introduce a novel part-based generative statistical shape model. We develop a novel analysis algorithm that learns such models from training shapes of varying topology. We also provide a novel synthesis method that can generate new instances with varying part layouts and subject to generic variational constraints. In practical experiments, we obtain a substantial improvement in correspondence quality over state-of-the-art methods. As example application, we demonstrate a system that learns shape families as assemblies of deformable parts and permits real-time editing with continuous and discrete variability.
154 - Shaowei Xie , Qiu Shen , Yiling Xu 2018
Immersive video offers the freedom to navigate inside virtualized environment. Instead of streaming the bulky immersive videos entirely, a viewport (also referred to as field of view, FoV) adaptive streaming is preferred. We often stream the high-qua lity content within current viewport, while reducing the quality of representation elsewhere to save the network bandwidth consumption. Consider that we could refine the quality when focusing on a new FoV, in this paper, we model the perceptual impact of the quality variations (through adapting the quantization stepsize and spatial resolution) with respect to the refinement duration, and yield a product of two closed-form exponential functions that well explain the joint quantization and resolution induced quality impact. Analytical model is cross-validated using another set of data, where both Pearson and Spearmans rank correlation coefficients are close to 0.98. Our work is devised to optimize the adaptive FoV streaming of the immersive video under limited network resource. Numerical results show that our proposed model significantly improves the quality of experience of users, with about 9.36% BD-Rate (Bjontegaard Delta Rate) improvement on average as compared to other representative methods, particularly under the limited bandwidth.
التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا