Preaching Voxels: An Alternative Approach to Mixed Reality

Q1 Computer Science
H. Regenbrecht, Jung-Woong Park, Claudia Ott, S. Mills, Matthew Cook, T. Langlotz
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引用次数: 12

Abstract

For mixed reality applications, where reality and virtual reality are spatially merged and aligned in interactive real-time, we propose a pure voxel representation as a rendering and interaction method of choice. We show that voxels\textemdash gap-less volumetric pixels in a regular grid in space\textemdash allow for an actual user experience of a mixed reality environment, for a seamless blending of virtual and real, and for a sense of presence and co-presence in such an environment. If everything is based on voxels, even if coarse, visual coherence is achieved inherently. We argue the case for voxels by (1) conceptually defining and illustrating voxel-based mixed reality, (2) describing the computational feasibility, (3) presenting a fully functioning, low resolution prototype, (4) empirically exploring the user experience, and finally (5) discussing current work and future directions for voxel-based mixed reality. This work is not the first that utilises voxels for mixed reality, but is the first that has an holistic view on voxel-based mixed realities as an effective way of experiencing and interacting with mixed reality environments.
讲道体素:混合现实的另一种方法
对于混合现实应用,现实和虚拟现实在空间上合并并在交互式实时中对齐,我们提出纯体素表示作为渲染和交互方法的选择。我们展示了在空间\textemdash中的规则网格中的体素(voxels\textemdash) -无间隙的体积像素允许混合现实环境的实际用户体验,实现虚拟与真实的无缝融合,以及在这样的环境中实现存在感和共存在感。如果一切都是基于体素,即使是粗糙的,视觉一致性也会自然实现。我们通过(1)从概念上定义和说明基于体素的混合现实,(2)描述计算可行性,(3)提出一个功能完整的低分辨率原型,(4)经验探索用户体验,最后(5)讨论基于体素的混合现实的当前工作和未来方向来论证体素的情况。这项工作并不是第一个将体素用于混合现实的工作,而是第一个将基于体素的混合现实作为一种体验和与混合现实环境互动的有效方式的整体观点。
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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来源期刊
Frontiers in ICT
Frontiers in ICT Computer Science-Computer Networks and Communications
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