Interaction, navigation, and visualization props in complex virtual environments using image based rendering techniques

Author(s):  
S.L. Stoev ◽  
I. Peter ◽  
W. Strasser
2000 ◽  
Author(s):  
Vitor Sequeira ◽  
Erik Wolfart ◽  
Emanuele Bovisio ◽  
Ester Biotti ◽  
Joao G. M. Goncalves

2006 ◽  
Vol 06 (03) ◽  
pp. 313-339 ◽  
Author(s):  
MINGLUN GONG ◽  
YEE-HONG YANG

A new concept, referred to as rayset, is discussed in this paper. It is a parametric function consisting of two mapping relations. The first one maps from a parameter space to the ray space, while the second one maps from the parameter space to the attribute space. A taxonomy is proposed based on the rayset concept whereby scene representations and scene reconstruction techniques used in image-based rendering are individually classified. Existing image-based rendering techniques are surveyed under the proposed classification. The review shows that different image-based scene representations, such as multiple-center-of-projection image and concentric mosaics, can be cast as different kinds of raysets. Different scene reconstruction approaches can be regarded as attempts to render different raysets. The concepts of rayset warping and rayset editing are also formulated. Under the rayset taxonomy, both techniques try to alter one of the mapping relations defined by a rayset without changing the other one.


Author(s):  
Stefan Zellmann ◽  
Martin Aumüller ◽  
Ulrich Lang

Remote rendering is employed when the visualization task is too challenging for the hardware used to display a dataset or when it is too time consuming to transfer the complete dataset. Volume visualization with its dataset sizes growing with the 3rd power of their spatial resolution is such a task. Since remote rendering introduces additional sources of latency, its applicability to virtual environments is limited because of the required low delays from user action to displayed image. We counter these latencies with image-based rendering techniques: color image data along with additional depth information is warped, while new data has not been completely received. Using these approximate images, it is possible to decouple the cheap display phase from rendering. While depth values are trivially deduced for polygons, we contribute heuristics for volumetric datasets with varying transparency.


1998 ◽  
Vol 3 (3) ◽  
pp. 219-233 ◽  
Author(s):  
Tapio Lokki ◽  
Jarmo Hiipakka ◽  
Rami Hänninen ◽  
Tommi Ilmonen ◽  
Lauri Savioja ◽  
...  

Visual rendering is the process of creating synthetic images of digital models. The modelling of sound synthesis and propagation in a virtual space is called sound rendering. In this article we review different audiovisual rendering techniques suitable for realtime rendering of three-dimensional virtual worlds. Virtual environments are useful in various application areas, for example in architectural visualisation. With audiovisual rendering, lighting and acoustics of a modelled concert hall can be experienced early in the design stage of the building. In this article we demonstrate an interactive audiovisual rendering system where an animated virtual orchestra plays in a modelled concert hall. Virtual musicians are conducted by a real conductor who wears a wired data dress suit and a baton. The conductor and the audience hear the music rendered according to the acoustics of the virtual concert hall, creating a lifelike experience.


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


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