远程机器人VR与全息视觉沉浸式视频

G. Lafruit, L. V. Bogaert, Jaime Sancho Aragón, M. Panzirsch, Grégoire Hirt, Klaus H. Strobl, E. J. Martínez
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引用次数: 2

摘要

我们提出了一种首创的端到端远程机器人VR系统,用户可以远程操作机械臂,同时通过力反馈和全息视觉虚拟地沉浸在场景中。与仅向用户提供深度感知的立体头戴式显示器相比,全息视觉设备投射光场,另外允许用户正确调整他/她的眼睛以感知场景物体的深度。高度改进的沉浸式用户体验减少了电话操作员日常工作中的疲劳,创造了更安全和/或更长时间的工作条件。核心技术依赖于MPEG标准化委员会开发的用于视听传输的沉浸式视频编码的最新进展。从几个颜色和深度固定的视频馈送中为远程操作员的观看方向合成虚拟视点。除了显示硬件及其支持gpu的视图合成驱动程序之外,最大的挑战隐藏在从低成本的深度传感设备获得高质量和可靠的深度图像。已经开发了专门的深度细化工具,用于在端到端远程机器人沉浸式视频管道中以零延迟实时运行,这些管道本质上必须保持交互。各种模块以自己的速度异步高效地工作,采集设备通常被限制在每秒30帧(fps),而全息耳机以高达240帧/秒的速度更新其投影光场。这种模块化方法确保了在广泛的自由导航VR/XR应用中的高通用性,也超出了本文提出的远程机器人应用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Tele-Robotics VR with Holographic Vision in Immersive Video
We present a first-of-its-kind end-to-end tele-robotic VR system where the user operates a robot arm remotely, while being virtually immersed into the scene through force feedback and holographic vision. In contrast to stereoscopic head mounted displays that only provide depth perception to the user, the holographic vision device projects a light field, additionally allowing the user to correctly accommodate his/her eyes to the perceived depth of the scene's objects. The highly improved immersive user experience results in less fatigue in the tele-operator's daily work, creating safer and/or longer working conditions. The core technology relies on recent advances in immersive video coding for audio-visual transmission developed within the MPEG standardization committee. Virtual viewpoints are synthesized for the tele-operator's viewing direction from a couple of colour and depth fixed video feeds. Besides of the display hardware and its GPU-enabled view synthesis driver, the biggest challenge hides in obtaining high-quality and reliable depth images from low-cost depth sensing devices. Specialized depth refinement tools have been developed for running in realtime at zero delay within the end-to-end tele-robotic immersive video pipeline, which must remain interactive by essence. Various modules work asynchronously and efficiently at their own pace, with the acquisition devices typically being limited to 30 frames per second (fps), while the holographic headset updates its projected light field at up to 240 fps. Such modular approach ensures high genericity over a wide range of free navigation VR/XR applications, also beyond the tele-robotic one presented in this paper.
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