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An integrated VR platform for 3D and image based models: a step toward interactive image based virtual environments

机译:基于3D和图像模型的集成VR平台:基于交互式图像的虚拟环境的步骤

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Traditionally, three dimension models have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity, it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and vari0s image-based scenes/objects can be defined, traversed, and rendered together. In fact, as suggested by Shade et al. [1], these different representations can be used as different LOD's for a given object. For instance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range, and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform: designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection, handling their transitions, implementing appropriate interaction schemes, and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit~1, to accommodate new node types for environment maps, billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also, during interaction, regardless of the viewing distance, a 3D representation would be used, if it exists. Before rendering, objects are conservatively culled from the view frustum using the representation with the largest volume. Finally, we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.
机译:传统上,三维模型已被用于建造虚拟世界,并称为“场景图”的数据结构通常用来组织虚拟空间中的这些3D对象。在另一方面,基于图像的渲染最近有人建议作为一个可能的替代VR平台的照相写实,但是,由于有限的交互性,它仅被用于简单的导航系统。要结合的优点,这两个接近对象/场景的表示,本文提出了一种用于在其中两个3D模型和vari0s基于图像的场景的场景图形结构/对象可以被定义,遍历,并呈现在一起。事实上,如由阴影等人提出。 [1]中,这些不同的表示可被用作不同的LOD的给定对象。例如,一个对象可能使用在近距离的3D模型,在中间范围内的广告牌,并且如在远范围的环境地图的一部分来呈现。这种混合平台的最终目标是要呼吸更多的互动为基于VE呈现采用3D模型以及公司的形象。还有在设计这种平台的几个技术挑战:各种类型的基于图像技术设计的场景图节点,建立标准LOD /代表性的选择,处理他们的转变,实施适当的互动机制,并正确地渲染整个场景。目前,我们已经延长了超感猎杀的WorldToolKit〜1的场景图结构,以适应新的节点类型的环境地图,广告牌,移动纹理和精灵“之旅 - 到 - 在画面”的结构,并查看插入的对象。作为用于选择正确的LOD水平,通常的观看距离和图像空间标准被使用,然而,图像和3D模型之间的切换发生在从所述用户,其中用户开始感知对象的内部深度的距离。另外,交互期间,无论观看距离的,3D表示将被使用,如果它的存在。渲染之前,对象从保守与使用量最大的代表性视锥扑杀。最后,我们进行了实验验证切换规则的理论推导和取得积极成果。

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