Interaction and rendering techniques for handheld phantograms

Finn Ericsson, A. Olwal
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引用次数: 6

Abstract

We present a number of rendering and interaction techniques that exploit the user's viewpoint for improved realism and immersion in 3D applications on handheld devices. Unlike 3D graphics on stationary screens, graphics on handheld devices are seldom regarded from a fixed perspective. This is particularly true for recent mobile platforms, where it is increasingly popular to use device orientation for interaction. We describe a set of tech-niques for improved perception of rendered 3D content. View-point correct anamorphosis and stereoscopy are discussed along with ways to approximate the spatial relationship between the user and the device. We present the design and implementation of a proto-type phantogram viewer that was used to explore these methods for interaction with real-time photorealistic 3D models on commercially available mobile devices.
手持式摄影的交互和渲染技术
我们提出了一些渲染和交互技术,利用用户的观点来提高手持设备上3D应用程序的真实感和沉浸感。与固定屏幕上的3D图形不同,手持设备上的图形很少从固定的角度来考虑。对于最近的移动平台来说尤其如此,使用设备导向进行交互越来越受欢迎。我们描述了一组技术,以改善渲染3D内容的感知。讨论了视点正确变形和立体感以及近似用户和设备之间空间关系的方法。我们展示了一个原型摄影查看器的设计和实现,该查看器用于探索这些方法,以便与商用移动设备上的实时逼真3D模型进行交互。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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