Real-time arbitrary view synthesis method for ultra-HD auto-stereoscopic display

2013 ◽  
Author(s):  
Yuanfa Cai ◽  
Xinzhu Sang ◽  
Chen Duo ◽  
Tianqi Zhao ◽  
Xin Fan ◽  
...  
Author(s):  
Gaurav Chaurasia ◽  
Arthur Nieuwoudt ◽  
Alexandru-Eugen Ichim ◽  
Richard Szeliski ◽  
Alexander Sorkine-Hornung

We present an end-to-end system for real-time environment capture, 3D reconstruction, and stereoscopic view synthesis on a mobile VR headset. Our solution allows the user to use the cameras on their VR headset as their eyes to see and interact with the real world while still wearing their headset, a feature often referred to as Passthrough. The central challenge when building such a system is the choice and implementation of algorithms under the strict compute, power, and performance constraints imposed by the target user experience and mobile platform. A key contribution of this paper is a complete description of a corresponding system that performs temporally stable passthrough rendering at 72 Hz with only 200 mW power consumption on a mobile Snapdragon 835 platform. Our algorithmic contributions for enabling this performance include the computation of a coarse 3D scene proxy on the embedded video encoding hardware, followed by a depth densification and filtering step, and finally stereoscopic texturing and spatio-temporal up-sampling. We provide a detailed discussion and evaluation of the challenges we encountered, as well as algorithm and performance trade-offs in terms of compute and resulting passthrough quality.;AB@The described system is available to users as the Passthrough+ feature on Oculus Quest. We believe that by publishing the underlying system and methods, we provide valuable insights to the community on how to design and implement real-time environment sensing and rendering on heavily resource constrained hardware.


Author(s):  
Sung-Soo Kim ◽  
Kyoungnam Ha ◽  
Dohyun Kim ◽  
Taeoh Tak ◽  
Seung-Eon Shin

Real-time multibody vehicle dynamics software has been developed for virtual handling tests. The software can be utilized for hardware in the loop simulations and consists of three modules such as a graphical vehicle modeling preprocessor, real time dynamics solver, and virtual reality graphic postprocessor for virtual handling tests. In the graphical vehicle modeling preprocessor, vehicle hard point data for a suspension model are automatically converted into multibody vehicle model. In the real time dynamics solver, efficient subsystem synthesis method is used to create multibody equations of motion a subsystem by a subsystem. In the virtual reality graphic postprocessor, virtual proving ground environment has been also developed by using OpenGL for virtual handling tests. This software is written C and can be converted to the S-function as a plant model in the RT-LAB real time environment for HILS application.


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