Creating near-field VR using stop motion characters and a touch of light-field rendering

M. Bolas, Ashok Kuruvilla, Shravani Chintalapudi, Fernando Rabelo, V. Lympouridis, Christine Barron, Evan A. Suma, Catalina Matamoros, Cristina Brous, Alicja Jasina, Yawen Zheng, Andrew Jones, P. Debevec, D. Krum
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引用次数: 4

Abstract

There is rapidly growing interest in the creation of rendered environments and content for tracked head-mounted stereoscopic displays for virtual reality. Currently, the most popular approaches include polygonal environments created with game engines, as well as 360 degree spherical cameras used to capture live action video. These tools were not originally designed to leverage the more complex visual cues available in VR when users laterally shift viewpoints, manually interact with models, and employ stereoscopic vision. There is a need for a fresh look at graphics techniques that can capitalize upon the unique affordances that make VR so compelling.
使用定格动画角色和光场渲染来创建近场VR
人们对为虚拟现实跟踪头戴式立体显示器创建渲染环境和内容的兴趣迅速增长。目前,最流行的方法包括使用游戏引擎创建多边形环境,以及用于捕捉实景视频的360度球形摄像机。当用户横向移动视点、手动与模型交互和使用立体视觉时,这些工具最初并不是为了利用VR中更复杂的视觉线索而设计的。我们需要一种全新的图像技术,可以利用VR如此引人注目的独特功能。
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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