{"title":"Seamless stitching of stereo images for generating infinite panoramas","authors":"Tao Yan, Zhe Huang, Rynson W. H. Lau, Yun Xu","doi":"10.1145/2503713.2503729","DOIUrl":"https://doi.org/10.1145/2503713.2503729","url":null,"abstract":"A stereo infinite panorama is a panoramic image that may be infinitely extended by continuously stitching together stereo images that depict similar scenes, but are taken from different geographic locations. It can be used to create interesting walkthrough environment. An important issue underlying this application is to seamlessly stitch two stereo images together. Although many methods have been proposed for stitching 2D images, they may not work well on stereo images, due to the difficulty in ensuring disparity consistency. In this paper, we propose a novel method to stitch two stereo images seamlessly. We first apply the graph cut algorithm to compute a seam for stitching, with a novel disparity-aware energy function to both ensure disparity continuity and suppress visual artifacts around the seam. We then apply a modified warping-based disparity scaling algorithm to suppress the seam in depth domain. Experiments show that our stitching method is capable of producing high quality stereo infinite panoramas.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"53 1","pages":"251-258"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84864075","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Scalable optical tracking for navigating large virtual environments using spatially encoded markers","authors":"S. Maesen, Patrik Goorts, P. Bekaert","doi":"10.1145/2503713.2503733","DOIUrl":"https://doi.org/10.1145/2503713.2503733","url":null,"abstract":"In this paper we present a novel approach for tracking the movement of a user in a large indoor environment. Many studies show that natural walking in virtual environments increases the feeling of immersion by the users. However, most tracking systems suffer from a limited working area or are expensive to scale up to a reasonable size for navigation.\u0000 Our system is designed to be easily scalable both in working area and number of simultaneous users using inexpensive off-the-shelf components. To accomplish this, the system determines the 6 DOF pose using passive LED strips, mounted to the ceiling, which are spatially encoded using De Bruijn codes. A camera mounted to the head of the user records these patterns. The camera can determine its own pose independently, so no restriction on the number of tracked objects is required. The system is accurate to a few millimeters in location and less than a degree in orientation. The accuracy of the tracker is furthermore independent of the size of the working area which makes it scalable to enormous installations. To provide a realistic feeling of immersion, the system is developed to be real-time and is only limited by the framerate of the camera, currently at 60Hz.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"101-110"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84610149","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The impact of display bezels on stereoscopic vision for tiled displays","authors":"Jürgen Grüninger, J. Krüger","doi":"10.1145/2503713.2503717","DOIUrl":"https://doi.org/10.1145/2503713.2503717","url":null,"abstract":"In recent years high-resolution tiled display systems have gained significant attention in scientific and information visualization of large-scale data. Modern tiled display setups are based on either video projectors or LCD screens. While LCD screens are the preferred solution for monoscopic setups, stereoscopic displays almost exclusively consist of some kind of video projection. This is because projections can significantly reduce gaps between tiles, while LCD screens require a bezel around the panel. Projection setups, however, suffer from a number of maintenance issues that are avoided by LCD screens. For example, projector alignment is a very time-consuming task that needs to be repeated at intervals, and different aging states of lamps and filters cause color inconsistencies. The growing availability of inexpensive stereoscopic LCDs for television and gaming allows one to build high-resolution stereoscopic tiled display walls with the same dimensions and resolution as projection systems at a fraction of the cost, while avoiding the aforementioned issues. The only drawback is the increased gap size between tiles.\u0000 In this paper, we investigate the effects of bezels on the stereo perception with three surveys and show, that smaller LCD bezels and larger displays significantly increase stereo perception on display wall systems. We also show that the bezel color is not very important and that bezels can negatively affect the adaption times to the stereoscopic effect but improve task completion times. Finally, we present guidelines for the setup of tiled stereoscopic display wall systems.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"15 1","pages":"241-250"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78280747","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Perceptual radiometric compensation for inter-reflection in immersive projection environment","authors":"Yuqi Li, Qingshu Yuan, Dongming Lu","doi":"10.1145/2503713.2503720","DOIUrl":"https://doi.org/10.1145/2503713.2503720","url":null,"abstract":"We present a fast perceptual radiometric compensation method for inter-reflection in immersive projection environment. Radiometric compensation is the inverse process of light transport. As light transport process can be described by a matrix-vector multiplication equation, radiometric compensation for inter-reflection can be achieved by solving the equation to get the vector, during which matrix inversion should be computed. As the dimensions of the matrix are equivalent to the resolution of images, such matrix inversion is both time and storage consuming. Unlike previous methods, our method adopts projector-camera system to simulate the inversion, and treats the compensation as a non-linear optimization problem which is formulated from full light transport matrix and non-linear color space conversion. To make physical multiplication simulation more practical, the method adjusts the range of projector-camera system adaptively and reduces the high-frequency errors caused by clipping error and measured error to make the compensated results smoother. We implement an immersive projection display prototype. The experiments show that our method achieves better results compared with the previous method.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"246 1","pages":"201-208"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76969472","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Multi-party interaction with a virtual character and a human-like robot","authors":"Zerrin Yumak, N. Magnenat-Thalmann","doi":"10.1145/2503713.2503736","DOIUrl":"https://doi.org/10.1145/2503713.2503736","url":null,"abstract":"Research on interactive virtual characters and social robots focuses mainly on one-to-one interactions and multi-party interactions concept are rather less explored. As we are developing these characters to be helpful to us in our daily lives as guides, companions, assistants or receptionists, they should be aware of the existence of multiple people and address their requirements in a natural way and act according to the social rules and norms. In contrast with previous work, we are interested in multi-party and multi-modal interactions between 3D virtual characters, real humans and social robots. This means that any of these participants can interact with each other. In this paper we present our on-going work, provide a discussion on multi-party interaction, describe the overall system architecture and mention our future work.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"31 21 1","pages":"153-156"},"PeriodicalIF":0.0,"publicationDate":"2013-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81434629","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Simulation of deformable solids in interactive virtual reality applications","authors":"Wen Tang, T. Wan","doi":"10.1145/2407336.2407351","DOIUrl":"https://doi.org/10.1145/2407336.2407351","url":null,"abstract":"Simulation of deformable objects has become indispensable in many virtual reality applications. Linear finite element algorithms are frequently applied in interactive physics simulation in order to ensure computational efficiency. However, there exists a variety of situations in which higher order simulation accuracy is expected to improve physical behaviors of deformable objects to match their real-world counterparts. For example in the context of virtual surgery, interactive surgical manipulations mandate algorithmic requirements to maintain both interactive frame rates and simulation accuracy, presenting major challenges in simulation methods. In this paper, we present an interactive system for efficient finite element based simulation of hyperplastic solids with more accurate physics behaviors compared with that of standard corotational methods. Our approach begins with a physics model to mitigate drawbacks of the corotational linear elasticity in preserving energy and momenta. A new damping model is presented which takes into account the differential of rotation to compensate the loss of momenta due to rotations. Thus, more accurate simulations can be achieved with this new model, whereas standard corotational methods using rotated damping to handle energy dissipation does not preserve momenta. We then present a real time simulation framework for computing finite element based deformable solids with full capability allowing complex objects to collide and interact with each other. A constrained system is also provided for robust control and the ease of use the simulation system. We demonstrate the parallel implementation to enable realistic and stable physics behaviors of large deformations capable of handling unpredictable user inputs in interactive virtual environments. The implementation details and insights on practical considerations in implementation such as our experience in parallel computation of the physics for mesh-based finite element objects would be useful for people who wish to develop real-time applications in this area.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"471 1","pages":"77-84"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85575836","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bernhard Kainz, Stefan Hauswiesner, Gerhard Reitmayr, M. Steinberger, R. Grasset, Lukas Gruber, Eduardo Veas, Denis Kalkofen, H. Seichter, D. Schmalstieg
{"title":"OmniKinect: real-time dense volumetric data acquisition and applications","authors":"Bernhard Kainz, Stefan Hauswiesner, Gerhard Reitmayr, M. Steinberger, R. Grasset, Lukas Gruber, Eduardo Veas, Denis Kalkofen, H. Seichter, D. Schmalstieg","doi":"10.1145/2407336.2407342","DOIUrl":"https://doi.org/10.1145/2407336.2407342","url":null,"abstract":"Real-time three-dimensional acquisition of real-world scenes has many important applications in computer graphics, computer vision and human-computer interaction. Inexpensive depth sensors such as the Microsoft Kinect allow to leverage the development of such applications. However, this technology is still relatively recent, and no detailed studies on its scalability to dense and view-independent acquisition have been reported. This paper addresses the question of what can be done with a larger number of Kinects used simultaneously. We describe an interference-reducing physical setup, a calibration procedure and an extension to the KinectFusion algorithm, which allows to produce high quality volumetric reconstructions from multiple Kinects whilst overcoming systematic errors in the depth measurements. We also report on enhancing image based visual hull rendering by depth measurements, and compare the results to KinectFusion. Our system provides practical insight into achievable spatial and radial range and into bandwidth requirements for depth data acquisition. Finally, we present a number of practical applications of our system.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"71 1","pages":"25-32"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85917936","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
J. Hülß, B. Müller, D. Pustka, J. Willneff, K. Zürl
{"title":"Tracking of manufacturing tools with cylindrical markers","authors":"J. Hülß, B. Müller, D. Pustka, J. Willneff, K. Zürl","doi":"10.1145/2407336.2407367","DOIUrl":"https://doi.org/10.1145/2407336.2407367","url":null,"abstract":"In industrial manufacturing processes, targets for infrared marker based tracking have to be robust and must integrate into the tools without disturbing the work flow. In this paper, we propose cylindrical markers attached directly to the tool. We show that, targets equipped with cylindrical markers can be tracked with about the same precision as targets equipped with spherical markers, if a correction for the reduced symmetry is applied. Additionally, the markers can be placed on different parts of a tool with a flexible connection, which is also considered in this paper.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"55 1","pages":"161-168"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76018838","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Optical illusion in augmented reality","authors":"M. Khademi, Hossein Mousavi Hondori, C. Lopes","doi":"10.1145/2407336.2407376","DOIUrl":"https://doi.org/10.1145/2407336.2407376","url":null,"abstract":"While developers are mainly tackling primary problems in devel-oping augmented reality (AR) systems [1-2], perceptually-correct augmentation rests a critical challenge. In this paper, we focus on how to correctly display and accurately convey the augmented virtual object's size with respect to real-world objects. We conducted a user study to examine how subjects would verify relative size of virtual objects, augmented in a real scene. The results con-firmed that optical illusion occurs in AR applications if comparative size of virtual objects to real-world ones is not considered.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"35 1","pages":"195-196"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86168933","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nils Karlsson, Gang Li, Yakup Genç, Angela Huenerfauth, Elizabeth Bononno
{"title":"iAR: an exploratory augmented reality system for mobile devices","authors":"Nils Karlsson, Gang Li, Yakup Genç, Angela Huenerfauth, Elizabeth Bononno","doi":"10.1145/2407336.2407343","DOIUrl":"https://doi.org/10.1145/2407336.2407343","url":null,"abstract":"In this paper we propose an exploratory augmented reality(AR) system for mobile devices. A hybrid system of 3D object detection and 3D tracking is used to rapidly localize the object in the scene. Based on randomized tree classifier, object detection supports large viewpoint changes. While edge-based 3D tracking provides efficient computation and better accuracy for pose estimation of incremental motions. The result is an augmented reality system that works well with large viewpoint variance and has superior accuracy. Using a mobile device such as iPad or iPhone, our system further provides exploratory capability using their touch screen and wireless connectivity. The user is able to interact and explore the 3D object on the image or video, and collaborate with a remote user. Extensive experiments with different subjects demonstrate that the proposed system advances the state-of-the-art in augmented reality with novel and intuitive applications.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"11 1","pages":"33-40"},"PeriodicalIF":0.0,"publicationDate":"2012-12-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85251213","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}